Commit Log (Page 163 of 255)

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Summary Period: 2001-04-22 to 2001-04-18 (Commits 4595-4644 of 12744)

norman 2001-04-22 17:41

now in png imageio

0 lines of code changed in:

norman 2001-04-22 17:40

preparation for use of iImageIO, pngsave is now in the iImageIO implementation for PNG

4 lines of code changed in:

norman 2001-04-22 17:38

preparation to use iImageIO

4 lines of code changed in:

norman 2001-04-22 17:28

replacement for iImageLoader

89 lines of code changed in:

norman 2001-04-22 17:27

imageloader split up into small pieces

3923 lines of code changed in:

philwyett 2001-04-22 12:26

Update

4 lines of code changed in:

philwyett 2001-04-22 12:26

Files ready for advanced WinCVS topics

21 lines of code changed in:

jorrit 2001-04-22 07:00

Fixed a small compiler error in the fire loader.

35 lines of code changed in:

wouter 2001-04-21 20:08

After getting a request to make a 3d fire particle system, and due
consideration of how other fire particle systems look, I have come
to the conclusion that the current fire particle system is adequate
for the task.
I have, however, ameliorated the current fire particle system by allowing
the starting origin to be given as a Box (possible min=max, a point).
Each particle is randomly started in the box.
The walktest demo 'flame' now starts the particles in a square upon
the ground. This is already pretty fiery. An improvement would be
having the artists for your game make a nice particle texture.

6 lines of code changed in:

wouter 2001-04-21 14:13

Added optimization to the iso Engine:
- A complex system of material registration (by the engine object)
which allows the polygons in the main pass to be rendered out of order,
sorted by material. This is supposed to be very good for certain hardware.
But not my hardware. Perhaps someone with better hardware can test if
framerates have improved.
- The iso engine can create iMaterialWrappers for you. Those have the
same interface as the regular 3d engine of CS. Except that private
object returns the iso object (which is almost compatible).
also they implement iIsoMaterialWrapperIndex, an interface that allows
the iso engine to get the index to sort by material. If no such
interface is detected, the polygon is drawn immediately.
- The isorenderview contains the buckets for sorting by material. The
buckets are kept preallocated (in an ever growing queue).
For all this, the framerates in my software and opengl renderers is exactly
as it was before :-)

73 lines of code changed in:

sunshine 2001-04-21 09:49

Automated Texinfo @node and @menu repair.

2 lines of code changed in:

philwyett 2001-04-21 08:51

Completed step 7.

That is the whole/current WinCVS tutorial I
wrote for the CS website added to the
CS CVS tree. :-)

98 lines of code changed in:

philwyett 2001-04-21 07:18

Completed step 6 and did some minor
modifications to steps 4 & 5.

101 lines of code changed in:

philwyett 2001-04-21 06:00

Completed Step 5. Time for a coffee :-)

9 lines of code changed in:

philwyett 2001-04-21 05:52

Completed Step 4 and made a few minor
changes to steps 2 & 3.

48 lines of code changed in:

philwyett 2001-04-21 05:38

Step 3 of WinCVS tutorial

7 lines of code changed in:

philwyett 2001-04-21 05:33

Step 2 done :-)

25 lines of code changed in:

philwyett 2001-04-21 05:25

Step 1 conversion complete and tested

21 lines of code changed in:

philwyett 2001-04-21 05:11

All the images or tutorial jpg, png and eps formats.

0 lines of code changed in:

philwyett 2001-04-21 04:32

Part of WinCVS tutorial work

51 lines of code changed in:

philwyett 2001-04-20 23:00

Update adding WinCVS tutorial to menu

2 lines of code changed in:

philwyett 2001-04-20 22:59

Added ready for internal CS WinCVS tutorial

5 lines of code changed in:

jorrit 2001-04-20 14:35

Added HardTransform(), GetWorldBoundingBox() and
GetTransformedBoundingBox() to iMeshWrapper.

42 lines of code changed in:

jorrit 2001-04-20 14:20

Forgot to commit.

12 lines of code changed in:

jorrit 2001-04-20 14:19

- Made ball plugin more efficient for OpenGL by setting do_clip
right.
- Added a new surface mesh plugin which will make a surface for
DrawTriangleMesh.

7 lines of code changed in:

jorrit 2001-04-20 11:55

Added SetZBufMode() and GetZBufMode() to iMeshWrapper.

20 lines of code changed in:

jorrit 2001-04-20 11:33

Added SetMeshObjectFactory() to iMeshFactoryWrapper.

8 lines of code changed in:

jorrit 2001-04-20 10:37

- Moved all flags from csMeshWrapper to iMeshWrapper.
Also added GetFlags() to iMeshWrapper.
- Moved all flags from csEngine to iEngine.

143 lines of code changed in:

philwyett 2001-04-20 07:30

Code cleanup

2 lines of code changed in:

jorrit 2001-04-20 06:49

Update.

6 lines of code changed in:

wouter 2001-04-19 21:39

Added the distinction between static and dynamic lighting to isometric
engine. Lights are by default static. Static lights are only recalculated
when a static light is changed in a grid. Dynamic lighting is calculated
per frame. The isotest now uses a dynamic light for the player, the
blue light is a static light.

23 lines of code changed in:

mgeisse 2001-04-19 18:37

rewrote the DECLARE_TYPED_VECTOR macro to be really type-safe

77 lines of code changed in:

jorrit 2001-04-19 18:09

Update.

2 lines of code changed in:

mgeisse 2001-04-19 18:03

rewrote the DECLARE_TYPED_VECTOR macro to be really type-safe

6 lines of code changed in:

jorrit 2001-04-19 15:39

Added cylindrical texture mapping option to the ball mesh plugin.
Normally the ball will only use a circle in the texture for both
the top and bottom halves. This is good for skydomes and so on but
not very useful for planets. So with cylindrical mapping the entire
texture is used. There is a new CYLINDRICAL keyword in the ball
loader as well.

20 lines of code changed in:

jorrit 2001-04-19 13:48

Fixed another bug.

1 lines of code changed in:

jorrit 2001-04-19 12:09

Forgot to commit.

6 lines of code changed in:

jorrit 2001-04-19 12:04

Fixed two bugs in the sequence manager.

6 lines of code changed in:

sunshine 2001-04-19 11:24

Reverted Philip's changes to blocks.cpp. Philip's changes did not solve
the problem. His changes merely side-stepped it by leaking the
csSystemDriver. This is a case of addressing the symptom rather than the
cause.

Philip, try to narrow down the problem further. Based upon your attempts
thus far, it appears that you have narrowed it down to the destruction of
the system driver. However, system driver destruction is quite involved,
and a lot of code gets executed during that process. If you could break
into the debugger and obtain a back-trace listing at the poing where the
application hangs, it could help in further narrowing down the problem.
Other options are to step through the ~Block() destructor as well as the
~csSystemDriver() destructor in order to locate the statement or function
call which is hanging. Then step through the function which is hanging
and see which of its statements hangs. Perform this process recursively
until you have found the offending code.

I also took this opportunity to transmogrify the `view' variable into an
instance variable of the Blocks class. It used to be global.

3 lines of code changed in:

jorrit 2001-04-19 10:59

Added a new sequence manager plugin. With this plugin you can manage
operations that have to be done at specific times. You define
sequences containing sequence operations. Sequences can be inserted
in the sequence manager which will perform the operations in that
sequence at the right time. Sequences can also contain operations
to spawn new sequences and sequences also have conditional
statements. The main purpose of this sequence manager is to allow
demos or intros which are controlled by this system.
The sequence manager is completely time correct (if it has no bugs
of course). The 'Do' function which you have to provide for
every sequence operation will get the difference between the time
now and the time that the operation had to be executed so you can
take corrective measures. The reason that operations are not always
executed at the right time is that frame rate can be low and
the sequence manager only gets executed once every frame.

750 lines of code changed in:

norman 2001-04-19 10:01

added a few missing DecRef's

6 lines of code changed in:

jorrit 2001-04-19 06:47

Update.

14 lines of code changed in:

jorrit 2001-04-19 06:37

Forgot to remove some debugging code.

1 lines of code changed in:

mgeisse 2001-04-19 02:50

further work on csparser

23 lines of code changed in:

mgeisse 2001-04-19 01:18

added QueryObject() to some interfaces I forgot last time

20 lines of code changed in:

jorrit 2001-04-18 21:27

Fixed several bugs reported by a memory checker:
- In archive.cpp: free (buffer) with buffer == NULL.
- Fixed a bug in plasma procedural texture. It was sometimes
trying to access palette index 256 which is one out of bounds.
I fixed this by adding an overflow test for this which is
probably not the best way.
- Found a bad memory access in the software texture
cache. This is a bit more complicated so I did
not fix it yet but put a '@@@' comment there.
This bug could very well be the cause for the
bad texture cache contents that happens with very
thin polygons.

18 lines of code changed in:

neverjade 2001-04-18 20:35

Updated header files for skinned listbox and scrollbar.

75 lines of code changed in:

neverjade 2001-04-18 20:33

Added the sdscrbar.cpp default scrollbar skin.

104 lines of code changed in:

neverjade 2001-04-18 20:31

Updated:

1. csListBox to be a skinned object, now supports cslfsTextured and cslfsBitmap
2. csScrollBar to be a skinned object.

Fixed:

1. Dumb bug with csListbox and csScrollBar not being drawn.
2. Bug where bitmapped or textured dialogs don't redraw children right.

58 lines of code changed in:

mgeisse 2001-04-18 19:07

added QueryObject() method to engine objects (subclasses of csObject). This
returns the iObject interface for these objects, just like QUERY_INTERFACE,
but is faster.

88 lines of code changed in:

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