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Summary Period: 2002-12-09 to 2002-12-02 (Commits 9995-10044 of 12744)
* Implemented ARB_vertex_program
280 lines of code changed in:
* Added activate/deactivate to iShaderPass
* Some bugfixes in shaderprogram loading
59 lines of code changed in:
* Added shader-support
2 lines of code changed in:
* Added activate/deactivate to iShaderPass
6 lines of code changed in:
made 3ds2lev output XML - WARNING: This isn't really tested as I had no proper .3ds files here...
1063 lines of code changed in:
fixed fontplex font server (it was looking for FontServer instead of iFontServer in the object registry). Also changed it's name to multiplexer instead of multiplexor
3 lines of code changed in:
fixed fontplex font server (it was looking for FontServer instead of iFontServer in the object registry)
1 lines of code changed in:
Updated links to point to new msvc_libs for MSVC 6. Thanks to Lukas Erlinghagen for submitting updated ode.lib.
4 lines of code changed in:
This fixes an out of bound memory error that would prevent loading of
certain models. Now you don't have to remove the line in animation.cfg.
2 lines of code changed in:
New Schema from Javier Santos. Is now able to validate flarge
and partsys fully. Not finished yet.
925 lines of code changed in:
Fixed levtool so it only operates on non-movable things.
19 lines of code changed in:
- Changed levtool to work in seperate steps. The -dynavis option
will only split in parts now. After that you can run -splitunit
to split in seperate units (takes a long time on large
levels).
- Added -analyze to levtool so you can see the distribution
of objects and their relative size to the global bounding box.
- Added -compress to levtool to compress all vertices (remove
duplicates and unused vertices). -dynavis no longer does
this by itself but -splitunit still does.
- Added -splitgeom which will try to split all large objects
(using -minsize option which defaults to 20%) into smaller
objects (i.e. it will divide them in 8 sub-objects).
333 lines of code changed in:
Fixed a bug in the html entry for Matthias Braun.
2 lines of code changed in:
Fixed a bug in the engine where children of mesh objects wouldn't
get registered to the visibility culler. This could cause culling
errors and it would also cause HitBeam to fail on mesh children.
51 lines of code changed in:
Added setambient and fadeambient commands and examples. See outdoor
area to immediate left of entry point into large room to see how they work.
3 lines of code changed in:
Added setambient and fadeambient commands and examples. See outdoor
area to immediate left of entry point into large room to see how they work.
146 lines of code changed in:
Added GetDynamicAmbientLight function to assist with fadeambient sequence
command..
13 lines of code changed in:
Added setambient and fadeambient commands and examples. See outdoor
area to immediate left of entry point into large room to see how they work.
37 lines of code changed in:
Hacked the world file to remove old token 'lmcache'.
Remember to use '-reclac' on first run to generate lightmap data.
0 lines of code changed in:
Eliminated linker problem under MSVC 7.
1 lines of code changed in:
Eliminated compiler warning.
1 lines of code changed in:
Eliminated crash at exit under MSVC/Windows.
1 lines of code changed in:
Updated msvc7_libs links.
2 lines of code changed in:
New author.
11 lines of code changed in:
Javier Santos worked on the CS Schema definition for the map
format. Still incomplete but you can find it in scripts/xml.
946 lines of code changed in:
- 'levtool' will now split all parts in seperate units. A unit
is defined as a set of polygons that are connected and that
doesn't connect with any other polygon from the same part.
This results in a much better object seperation for Dynavis.
Performance improves by doing this but is still not perfect.
- Added a '-nosplit' commandline option to disable this new
feature so that the things are only split in parts.
- Added '-nocompress' commandline option to levtool so that vertices
are not compressed and unused vertices are not removed. This
option implies '-nosplit'.
329 lines of code changed in:
Automated Visual-C++ SLN and VCPROJ project file repair.
68 lines of code changed in:
Updated msvc7_libs links
2 lines of code changed in:
manual update
117 lines of code changed in:
Removed csperl5 for time being. Many things need fixing.
0 lines of code changed in:
Added to ignore libs dir under Windows.
0 lines of code changed in:
Update
0 lines of code changed in:
Oops, forgot to commit
0 lines of code changed in:
Update
1 lines of code changed in:
Manual update
165 lines of code changed in:
Added csperl5 project for testing
1 lines of code changed in:
Removed stray IncRef() and DecRef(), fixing crash at exit.
0 lines of code changed in:
- Added iDocumentNode->Equals() to compare two nodes. Comparing
the pointers doesn't work because these are only wrappers
on top of the real nodes.
- Fixed crash bug in bumptest.
- 'levtool -dynavis' will now do a correct conversion from
old octree based culler to Dynavis. Here is what it does:
- Split all things into their 'parts'. So for this to work
nicely you should make sure that you have logical
objects in your original world and that these logical
objects are named as <part> entries in the world file.
- Removes all <vistree /> statements.
- Replaces <culler>static</culler> with
<cullerp>crystalspace.culling.dynavis</cullerp>.
- Replaces <zfill /> with <zuse /> for all thing objects.
- Adds <settings><clearzbuf>yes</clearzbuf></settings> if
not already present.
This version of levtool does NOT yet split objects in smaller
objects (which would be nice for Dynavis). So if your objects
are not nicely defined then you will not get good performance.
I tried this version of levtool on dmburg and performance dropped
a great deal (four times slower for software renderer and about
two times slower for OpenGL) so this is certainly not optimal
yet. But don't worry :-)
249 lines of code changed in:
Fixed bumptest so it no longer crashes. Still crashes with OpenGL.
1 lines of code changed in:
Fixed a bug in the engine where it would try to cache lightmaps
even if CS_ENGINE_CACHE_WRITE was not set (but if
CS_ENGINE_CACHE_NOUPDATE was not set).
13 lines of code changed in:
Revert fix, and parameter fix as well
2 lines of code changed in:
Fix for SetPosition/GetPosition
2 lines of code changed in:
Fixed warning.
1 lines of code changed in:
fixed the prototype of CS_TYPEDEF_GROWING_ARRAY_EXT on 79: the move must be of size length - n - 1 instead
of limit - n - 1.
Also added a Macro Extra called HANDLECHUNKS that allow to handle segments of arrays in one insert/delete call
i hope i didnt break something this time =^)
32 lines of code changed in:
Fixed a quoting problem in python.cex synthesis reported by Steven Geens
<steven.geens@student.kuleuven.ac.be>.
8 lines of code changed in:
Link to PlaneShift site for CS screenshots.
5 lines of code changed in:
Added 'sponsered by ATI' logo.
5 lines of code changed in:
ATI logo.
0 lines of code changed in:
- Moved the dynamic ambient functions from iThingState to
iLightingInfo. That means dynamic ambient can now also be used
by other objects (i.e. like genmesh). Genmesh already implements
the interface but doesn't use it.
- Optimization so that the iLightingInfo interface is remembered
with a mesh. That makes the loop to change dynamic ambient
in a sector considerably faster. There is now a new method:
iMeshWrapper->GetLightingInfo().
- Optimization in dynamic lighting so that a query interface
call is avoided for every polygon that is hit by a dynamic light.
- Optimization in polygon->GetParent(). This call was also doing
a query interface for nothing.
- Optimization in csPortal->GetReferencedObject(). Removed unneeded
query interface.
- Extended iVisibilityObject with GetMeshWrapper() function. This
avoids a lot of extra query interface calls in the engine and
visibility cullers.
157 lines of code changed in:
fixed clipping bug
33 lines of code changed in:
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