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Summary Period: 2000-07-07 to 2000-06-28 (Commits 2945-2994 of 12744)
- #ifdefed with OPENGL_1_2 the GL_UNSIGNED_SHORT_5_6_5 data type,
which Mesa supports but windows doesn't. The native 16bit display
path for procedural textures now works again.
- Added a temporary box to the top left corner of dtsimple which should
be the same colour which proc textures clear to...this is for
testing...
- Clumsily fixed the problem with the 32bit software procedural
textures. From canvas/common/protex2d.cpp:197 I have added byte
shuffle code which probably isn't the best way to do it, and
probably not correct for all endianness and frame buffer pixel types.
Hopefully Eric or AndyZ will take a look and do it properly :)
- The portal procedural texture now correctly appears.
- Cleaned up proc texture detection in sftcom3d.cpp.
- Added more comments to remind myself what Ive done.
98 lines of code changed in:
- Added csPortal::CompleteSector() as a virtual function. This
function is responsible for creating a new destination sector
if this sector would be NULL. It can be used by subclasses of
csPortal to dynamically create sectors.
- Added csPortal::Warp() to warp one vector.
- Simplified csPortal by removing IntersectSphere and FollowSegment.
Those functions are now specific to csSector.
- Added CS_ENTITY_CAMERA flag for csThings. With this flag set
things will only be rotated to the camera and not translated.
This is useful for skyboxes and skydomes.
- Added SetMixMode and GetMixMode to csGouraudShaded so that you
can now render a gouraud shaded polygon with another mixmode.
This can be used to create transparent things and so on.
Note that the engine needs a little better support to actually
support transparent things in a good way (i.e. sort them the
right way).
- Added CAMERA() keyword to the world file format for csThings.
- Added MIXMODE() keyword to the world file format for polygons.
- Added additional support for 'sky' objects in a sector. These
are basicly just things like the others but you have the guarantee
that they will be drawn first with Z fill before anything else
is drawn.
- Added functions AddSky(), RemoveSky(), GetFirstSky(), and GetSky()
to csSector to manage sky objects.
- Added support for SKY() keyword in 'ROOM' and 'SECTOR'. This
keyword behaves EXACTLY the same as a normal THING except that
it will be added as a sky object.
- Added new support for sector commands in WalkTest. If you add
something like KEY ("cmd_whatever", "...") to a sector in the
world file then WalkTest will recognize it as a command to
execute. Other apps will ignore the keyword. There is currently
only one command: KEY ("cmd_AnimateSky",
"<thing-name>,<dir>,<speed>"). When this command is present
WalkTest will animate the sky object indicated with <thing-name>.
The rotation <dir> will be 'x', 'y', or 'z'. The speed will
be relative to 1 meaning one full rotation in 1 second.
287 lines of code changed in:
Received new halo code from FragDance for OpenGL. Cleans up a
little but otherwise works the same.
8 lines of code changed in:
Quick bug fix in radiosity (SetKeyColor -> GetKeyColor)
1 lines of code changed in:
Update.
5 lines of code changed in:
added cscmdTreeRemoveAll to remove all treeitems
19 lines of code changed in:
fixed memory leak, now treenodes delete their children from last to first because csVector::Delete shifts the contents of the vector.
1 lines of code changed in:
Update.
26 lines of code changed in:
Converted to Unix file format.
876 lines of code changed in:
Added curve radiosity support as well as an updated interface into the Bezier
math.
2022 lines of code changed in:
- For some reason if you draw a pixmap after clearing the depth buffer, the depth buffer isn't cleared for the region you draw the pixmap to. The metaball depth buffer problem was caused by this. Bizarre. Need another solution.
3 lines of code changed in:
- Rearranged iGraphics2D/3D so that related functions are grouped... ;)
- Fixed transparent images in dtsimple which showed up with the opengl backbuffer proc texture
- Fixed text rendering on the backbuffer proc textures.
- Fixed an omission from my last commit.
175 lines of code changed in:
- Simple optimization in the gl font server gives a 12.5x speed up for font rasterization :)
- Also skips rasterizing spaces.
187 lines of code changed in:
removed const qualifier from GetCorner, now compiles again
1 lines of code changed in:
Hacked Squawk to keep it from depositing precalc_info files where they are
not wanted.
2 lines of code changed in:
Fixed csQuadTree3D so that it compiles on NextStep. The embedded
node_pos_info class was triggering a compiler bug. *Shock!*
Also added some missing 'const' qualifiers and cleaned up the files.
135 lines of code changed in:
Update.
16 lines of code changed in:
- Backbuffer now works without being inverted. Re-reversed the orthographic projection from its default setting of reversed, for the duration of rendering to the back buffer.... this seems strange that the opengl driver has this setting.
- Sets glviewport in the back buffer 3d driver within the begin/finish draw calls.
69 lines of code changed in:
hmm, i think andrew misplaced the GetAlphaMap, i think it should go into csTextureMM instead of csTextureManager, so i added GetAlphaMap to csTextureMM aswell
8 lines of code changed in:
changed GetTransparent to GetAlphaMap
2 lines of code changed in:
Update.
53 lines of code changed in:
Replaced REGISTER_STATIC_CLASS with REGISTER_STATIC_LIB which is shorter
1 lines of code changed in:
Removed REGISTER_STATIC_CLASS (csVFS) from cswssys.
Note that things like this should be done ONLY from applications.
No library should register static SCF classes and/or plugins because
several libraries may require same class, and the class will be registered
several times in the best case.
4 lines of code changed in:
-*- Renamed everywhere the term "transparent" to the correct term "keycolor".
It was a misunderstanding because the term "transparent" is related to
both alpha transparency and key color. Now "transparent" is used only
where alpha transparency is involved.
-*- Changed naming convention of csScan_X_draw_scanline_xxx routines. I tried
to make the names shorter and at the same time add the information of
what the routine actually does into its name.
-*- Added a lot of new scanline routines:
- Textured Gouraud-shaded polygons with key color transparency
- Textured flat-shaded polygons with key color transparency
- Textured flat-shaded polygons with table-driven effects (FX)
- Flat-color flat-shaded polygons with table-driven effects (FX)
- Flat-color Gouraud-shaded polygons with table-driven effects (FX)
The routines were added for all supported modes (8, 15, 16, 32 bits).
Note that not all of them were tested (time for a G3D test app?)
thus some may be buggy. If you find bugs, tell me and I will fix them.
-*- Added support for 15-bits modes to MGL 2D driver.
-*- Fixed 8-bit fog. There was a strange error in there (strange because
it was in its initial state (nobody has changed anything) and still
gcc generated wrong code (unsigned shift instead of signed)). I wonder
how it worked when I initially wrote it.
-*- Implemented alpha-mapped textures support. Preliminary though, several
details about how the Z-buffer is to be filled are unclear for now.
The routines work surprisingly fast, and were implemented for all
supported modes (8, 15, 16, 32 bits).
The following drawing modes support per-pixel alpha-blending:
- DrawPolygon() with Z-fill and Z-use modes.
This means you may use alpha-mapped textures for walls and
things; the engine does not support this too well for now.
- DrawPolygonFX() supports just flat-shaded alpha-mapped textures.
That is, if the texture has an alpha channel, the blending modes
and Gouraud shading flag are ignored for now.
Usage is pretty simple: no changes to world file is required for this.
Simply create a texture with alpha-channel and save it to a format that
supports alpha channel (I have used .PNG). Then use it as a regular
texture; anywhere you use it (walls, things and sprites) it should
work.
2210 lines of code changed in:
Update to docs.
18 lines of code changed in:
- Cleaned up the code to load and save a recording. The format
is now endian correct and somewhat shorter.
- Added 'clrrec' command to clear the recording in memory.
Multiple recording sessions will otherwise just be appended to
each other.
- Made the size of the saved recording smaller again by not
repeating the sector name if it is the same as the previous
entry.
136 lines of code changed in:
- Thanks to AndyZ's mem debugger, plugged all the memory leaks I'd introduced :) From (cough) ~1.5k to 0
- Also fixed a couple of memory leaks in the software texture manager while in 8bit
- Fixed the crasher in dtsimple in 8bit software mode.
- Context close messages now sent on procedural texture canvas destruction.
- Fixed various comments.
83 lines of code changed in:
Decreased snow particle size from 1 to 0.7.
5 lines of code changed in:
Added loadrec and saverec commands to save a recording. VERY primitive
now.
55 lines of code changed in:
Made interface consistently relative to the center point for csQuadTree3D
4 lines of code changed in:
Added a primitive recording function for LinuxTag. Will clean it up
for general use later (WalkTest).
78 lines of code changed in:
better snow.jpg
0 lines of code changed in:
First addition of the csQuadTree3D class. Almost like a regular quadtree,
except in 3d. As for now bounding boxes are not used in any way. I think
this might not even be possible. It compiles, and should have all necessary
features to be used.
167 lines of code changed in:
Update.
24 lines of code changed in:
Fixed class tree a little
4 lines of code changed in:
latest version of Mingw.mak
24 lines of code changed in:
- Added csOctree::GetLeaf() function that calculates the leaf where
the given position is in.
- Added db_curleaf console command to WalkTest. This command shows the
dimensions of the current octree leaf you are in. This command
only works if the current sector has an octree.
- Fixed a severe bug with the octree. The vertices were not correctly
transformed to camera space anymore!
- Continued further debugging work on the PVS.
41 lines of code changed in:
Adding class after the friend declaration so the file will compile with CW Pro5
2 lines of code changed in:
Added support for dithered textures to the NULL 3D renderer.
7 lines of code changed in:
Reverted back latest Thomas's change which breaks SCF
Unused static variables are simply ommited by gcc.
Its not my fault MSVC has a bad optimizer.
1 lines of code changed in:
Removed unneeded inclusion of math2d.h
2 lines of code changed in:
The config file for NULL 3D renderer
34 lines of code changed in:
fixed a BigBug{tm} inv_cmap was not initialized to NULL
1 lines of code changed in:
- Many changes. Mostly rearrangements for aesthetic reasons -- big improvement :)
Its looking really good in software, but opengl has problems :(
1 lines of code changed in:
fixed FindFirstSelectedItem and FindAllSelectedItems
2 lines of code changed in:
Added missing plug-in.
1 lines of code changed in:
Eliminated several compilation warnings in wscs3d.
Also fixed a linking problem caused by (unneecessarily) including simple.h.
3 lines of code changed in:
Fixed minor problem.
2 lines of code changed in:
Compilation of the null, infinite, and line 3D renderers is now controlled
by user.mak since they are platform-independent. They are no longer
controlled by platform-dependent makefiles.
8 lines of code changed in:
Removed obsolete reference to CS/newdocs from subs.mak.
2 lines of code changed in:
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