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Summary Period: 2002-12-17 to 2002-12-11 (Commits 10095-10144 of 12744)
just made my walktest rewrite a bit usable and put it in CSEXTRA
13676 lines of code changed in:
First attempts at implementing shadow receiving for genmeshes.
Not fully operational yet and also not enabled by default.
72 lines of code changed in:
- Added iFrustumView->SetObjectFunction(). This function was
previously private to the csFrustumView class.
- Added iEngine->CreateFrustumView() function with which an application
can create a frustum view that can be used with
iVisibilityCuller->CastShadows(). The user can use SetObjectFunction()
and other functions to initialize the frustum view and by doing
that get called for every object that is visible from the given
frustum.
51 lines of code changed in:
- Removed SetNodeFunction, SetPolygonFunction, and SetCurveFunction
from iFrustumView. Instead there is now the more general
SetObjectFunction. That way the engine is more removed from using
polygons and thing specific stuff.
- Added iMeshWrapper->GetShadowReceiver() as an optimization.
- Removed iThingState::CheckFrustum(). It is obsolete.
- Fixed the cullers to call the object function from the frustum
view instead of calling shadow receiver directly. The shadow
receiver will now be called from within the object function
that is supplied by the lighting routines.
128 lines of code changed in:
- Fixed the fix on reparenting of a mesh object for the culler.
- Added 'do_popup' parameter to iStandardReporterListener->
SetMessageDestination(). This has default 'false' as value so
it remains backwards compatible. When this flag is set the
message will appear on a graphical dialog that goes away
after a while (currently 10 seconds).
- Removed misleading comment from missing iPerfStats plugin.
It is now bugplug that does fps.
- Engine now gives a clearly visible warning if relighting is needed.
- Engine now reports (using the new popup warning) the number of
objects for which it couldn't load cached lighting and also
indicates that -relight is needed to fix that.
- Made engine reporting a little less verbose to avoid confusing
people.
212 lines of code changed in:
Automated Texinfo @node and @menu repair.
1 lines of code changed in:
Automated Visual-C++ SLN and VCPROJ project file repair.
6 lines of code changed in:
comments out an annoying debugging log msg
1 lines of code changed in:
Fixed.
2 lines of code changed in:
Fixed the fix on reparenting of a mesh object for the culler.
12 lines of code changed in:
Fix from John Harger for fopen on windows
1 lines of code changed in:
When an object is reparented to another object with
iMeshWrapper()->GetChildren()->Add(), the child gets removed from the
culler entirely. This is bad. This change fixes that so that the object
is added back to the culler (which is necessary for culling and HitBeam to
work).
12 lines of code changed in:
Forgot to remove a few includes.
1 lines of code changed in:
- Some documentation updates:
- Extended apimod96.txi with information about octree removal.
- Removed section about csParser. It is gone.
- Extended apimod96.txi with information about the XML format.
- Removed documentation about obsolete octree based commands
in walktest.
- Fixed dirhier.txi for the octree removal. Added mention
of frustvis.
- Fixed the feature list.
- Updated the viscull.txi document a bit. But this still needs
more work for Dynavis and Frustvis.
- Removed mention of VISTREE from thing mesh object documentation.
72 lines of code changed in:
- Completely removed the old octree culler. This has a great impact
on the internal engine structure. It greatly simplifies both
csThing and csPolygon3D and it also makes sure they are a bit
more efficient (use less memory and a bit faster since some
virtual function calls are no longer virtual).
- Moved crysball culler from csengine to csgeom as it doesn't
need nor depend on the engine.
- Removed everything related to PVS from the engine. That wasn't
used anyway.
- Removed several API calls in iEngine and iSector related to the
old culler and PVS.
- The parser will now give an error if 'culler' or 'vistree' is
used in a map file.
729 lines of code changed in:
Uses iObject but doesn't actually bring in the include, which
can cause a few problems...
8 lines of code changed in:
Fix for the for (int i ...) problem
11 lines of code changed in:
fixed ClipLine. hopefully for the last time :-)
6 lines of code changed in:
Fixed to remove warnings and errors in linux
32 lines of code changed in:
Newest version to match latest terrbig
0 lines of code changed in:
Must faster/cleaner version of the terrain
446 lines of code changed in:
Modified to take scale as a parameter to the preprocessing
20 lines of code changed in:
* Added variables to shadermanager
* Improved the demo of shaders
394 lines of code changed in:
* Changed into a enum for constants
8 lines of code changed in:
* Added basic CDATA support to XML parser. CData sections will be threated as text, just that <![CDATA[ is starttag and ]]> is endtag.
60 lines of code changed in:
* Added variables to shadermanager
* Improved the demo of shaders
33 lines of code changed in:
* Fixed bug with mixmode not being set
1 lines of code changed in:
* Changed fileformat for ARB_vertex_program plugin
47 lines of code changed in:
* Added variables to shadermanager
* Improved the demo of shaders
2 lines of code changed in:
Fixed some issues with the material rendering
52 lines of code changed in:
removed compilation warning
1 lines of code changed in:
just understood the comment ;-) and fixed it correctly by changing csvector behaviour
11 lines of code changed in:
Replaced the following code:
// @@@ instead of simply calling DeleteAll() we do this loop, because:
// if a mesh is not held by anything outside the engine, it will get
// destructed (RefCounter hits 0 and destructor is called). Unfortunatly
// upon destruction the meshobject checks if it is still in a meshlist.
// But this is even more unfortunately true, since the entry is removed
// from the meshlist vector after the DecRef/Destruction happens.
// With the loop below we simply make sure that the mesh is not destructed
// while removing from the meshlist. ... norman
for (i = GetMeshes ()->GetCount () - 1; i >= 0; i--)
{
iMeshWrapper *imw = GetMeshes ()->Get (i);
GetMeshes ()->Remove (imw); // this will IncRef before removal
and DecRef afterward
}
with
GetMeshes ()->RemoveAll ();
because I didn't understand the comment :) and the loop apparantly does
exactly the same as GetMeshes()->RemoveAll ();
1 lines of code changed in:
cleaned up csvector code a bit
27 lines of code changed in:
Cleaned up old/unused prototypes and comments (walktest/handle_keys)
6 lines of code changed in:
Updated link to new version of msvc_libs for MSVC 6, which now incorporate Freetype 2.1.3.
4 lines of code changed in:
- Eliminated the 6000+ compiler warnings generated under MSVC 6 by
the opcode plugin. Also fixed redefiniton of EPSILON.
1 lines of code changed in:
Added vpath definition to find .cpp files
2 lines of code changed in:
Fixed vpath definition to point to the correct spot
1 lines of code changed in:
Added new function MouseInComponent. Takes x and y and tests to see if they're inside any top-level components. Returns true if the mouse is inside, otherwise false.
26 lines of code changed in:
Various updates. Materials are implemented and seem to be drawn correctly.
261 lines of code changed in:
fixed wrong/missing header definition in lua/python plugins
3 lines of code changed in:
Eliminated compilation warning.
0 lines of code changed in:
- Added csHashMap::Delete() to delete individual objects from
a hashmap.
- Implemented csHashSet::Delete().
- Fixed a bug in frustvis and dynavis where it would crash
if an object that just moved was also deleted immediatelly
(i.e. this crash occured when firing missiles in walktest).
37 lines of code changed in:
Change delay time to attribute from contents in delay sequence tag.
Added min and max attributes to allow for randomization of delay times.
See sequence "flicker1",2,3 and triggers of the same name for examples.
3 lights in hallway before fog now flicker randomly and independently.
9 lines of code changed in:
Change delay time to attribute from contents in delay sequence tag.
Added min and max attributes to allow for randomization of delay times.
See sequence "flicker1",2,3 and triggers of the same name for examples.
3 lights in hallway before fog now flicker randomly and independently.
87 lines of code changed in:
Change delay time to attribute from contents in delay sequence tag.
Added min and max attributes to allow for randomization of delay times.
88 lines of code changed in:
Change delay time to attribute from contents in delay sequence tag.
Added min and max attributes to allow for randomization of delay times.
23 lines of code changed in:
fixed refcounting smartpointer issue in dynavis unit test
6 lines of code changed in:
fixed yet another bug in csBasicVector::Pop
1 lines of code changed in:
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