Module CS/include/imesh/

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Summary Period: 2001-03-09 to 2003-07-11

Modules

[root]/CS/include/imesh
     thing (3 files, 773 lines)

Lines Of Code


Total Lines Of Code: 4153 (2003-07-11 20:29)

Authors

Author Changes Lines of code Lines per change
Totals 304 (100.0%) 5077 (100.0%) 16.7
jorrit 103 (33.9%) 1484 (29.2%) 14.4
sunshine 47 (15.5%) 1343 (26.5%) 28.5
wouter 26 (8.6%) 607 (12.0%) 23.3
mgeisse 24 (7.9%) 594 (11.7%) 24.7
norman 14 (4.6%) 209 (4.1%) 14.9
miklby 5 (1.6%) 209 (4.1%) 41.8
alquarra 1 (0.3%) 142 (2.8%) 142.0
uid23444 2 (0.7%) 95 (1.9%) 47.5
duhprey 9 (3.0%) 90 (1.8%) 10.0
ab031ns 28 (9.2%) 84 (1.7%) 3.0
deathatsight 6 (2.0%) 51 (1.0%) 8.5
dasbell 1 (0.3%) 42 (0.8%) 42.0
vengeance2001 6 (2.0%) 26 (0.5%) 4.3
okt 1 (0.3%) 25 (0.5%) 25.0
matzebraun 10 (3.3%) 20 (0.4%) 2.0
dentoid 5 (1.6%) 17 (0.3%) 3.4
res2002 6 (2.0%) 16 (0.3%) 2.6
philwyett 6 (2.0%) 11 (0.2%) 1.8
thebolt00 1 (0.3%) 6 (0.1%) 6.0
hangman 1 (0.3%) 5 (0.1%) 5.0
j5t 2 (0.7%) 1 (0.0%) 0.5

Most Recent Commits

sunshine 2003-07-11 09:47

Project-wide spelling corrections:

conveniance --> convenience
conveniant --> convenient

1 lines of code changed in:

duhprey 2003-06-27 22:51

Forgot to ci include/imesh/sprite3d.h

0 lines of code changed in:

okt 2003-06-23 21:05

Added the nullmesh loader and iNullFactoryState.

25 lines of code changed in:

hangman 2003-06-20 00:20

renamed *Stream* functions to *RenderBuffer* functions

5 lines of code changed in:

jorrit 2003-06-13 13:41

- Jorrit added iLightingInfo->StaticLightDisconnect() so that a light
can be removed.
- Jorrit implemented iEngine->RemoveLight(). However since none
of the mesh objects correctly implement StaticLightDisconnect()
the function will not actually work even though it is fully
bugfree :-)

6 lines of code changed in:

jorrit 2003-06-13 13:11

- Jorrit added iEngine->RemoveLight() to remove a pseudo-dynamic
static lights and also automatically update all lightmaps. In case
of a static light this will not update the lightmaps unless
ForceRelight() is called later.
NOTE! Currently not implemented yet!
- Jorrit Extended iLightingInfo->InitializeDefault() with a new flag
telling the lighting sub-system if the lighting information should
be cleared or not. This allows correct handling when a single light
is added in case of genmesh and bezier curves.

5 lines of code changed in:

jorrit 2003-06-03 15:02

Jorrit removed the light feature from the explosion particle
system. This feature caused more trouble then good because there
were several bugs related to this. If you need a light at an
explosion point then there are other ways to accomplish this (more
application controlled ways).

1 lines of code changed in:

jorrit 2003-05-29 08:04

Replaced NULL with 0.

16 lines of code changed in:

res2002 2003-05-24 21:56

- further worked on storing rendermeshes in the sector. Z sorting
as specified by the renderpriorities works now.
- fixed a bug in the new renderer where not binding of a render
buffer caused visual distortions.

1 lines of code changed in:

res2002 2003-05-22 02:13

- made the following changes:
- when using the new renderer, the sector now stores the
rendermeshes of the contained meshobjects. This is different
from the old system where only the mesh objects themselves
knew about the rendered meshes. Not all necessary adjustments
have been done yet.

2 lines of code changed in:

jorrit 2003-05-21 11:15

Jorrit did various changes related to portal management:
- Moved iPortal definition from imesh/thing/portal.h to
iengine/portal.h. The reason is that portals are now an engine
concept and not only for things. The only portal implementation
is currently still in thing though.
- Added the ability to get the portal vertices from iPortal.
- Added iMeshObject->GetPortalCount() and iMeshObject->GetPortal().
- Also added default implementations of those to csMeshObject
(supporting no portals).
- At two places in the engine (GetNearbyObjects() and PlaceMesh())
this new function is used instead of first querying for
iThingState. This makes those functions a bit faster and is (in
theory) also more general (in the sense of being able to add
portals to any mesh object). However later on most functions
still query for iThingState so this promise of more generality
is not fulfilled yet.

10 lines of code changed in:

jorrit 2003-05-16 09:08

- Jorrit added SetBoundingBox() and GetBoundingBox() to iNullMeshState.
- Jorrit added a shortcut feature to the loader. You can now specify
a <polymesh/> outside a <meshobj/> (but inside a <sector/>).
Previously it was only possible to replace the polymesh for CD
or visibility culling of a mesh. With this new syntax it is possible
to create invisible objects that can be used for occlusion or for
collision detection without having to define a mesh object.
Internally this shortcut will make a regular mesh object that uses
a 'nullmesh' internally.

15 lines of code changed in:

duhprey 2003-04-28 22:27

Instead of drawing the objects now prepare the csRenderMesh for the engine

5 lines of code changed in:

jorrit 2003-04-15 14:50

- Added new rain mesh object from Martin Geisse. This version looks
correct if you tilt the camera to look up and it is considerably
faster since it is using DrawTriangleMesh.
- Fixed csMeshObject default implementation a bit. The bounding box
stuff was not very good and the functions were not virtual so it
was not possible to override them.

12 lines of code changed in:

jorrit 2003-04-14 15:59

- Added csColliderHelper::InitializeCollisionWrapper() which initializes
collision detection for a mesh and all children.
- Added iMeshObjectFactory->GetObjectModel(). This is an optional
method which factories can implement similar to the GetObjectModel()
in iMeshObject. If the factory contains the geometry for a model
then it is prefered that the factory has the object model. This
allows for better sharing of similar data between instances using
the same factory.
- Genmesh now implements GetObjectModel() in the factory.
- Spr3d now implements GetObjectModel() in the factory.
- InitializeCollisionWrapper() will now actually check if the parent
factory supports GetObjectModel() and if so it will share the
collider.

13 lines of code changed in:

jorrit 2003-04-10 14:34

Thing changes:
- Removed obsolete csThingBBox bounding box in csThing.
- Split bezier curves in seperate mesh object plugin (bezier
plugin).
- Greatly cleaned up the csThingStatic stuff and moved all static
stuff to that.
- Updated API modification document.
- Also updated various other parts in the documentation for these
changes.
- Fixed map2cs to export curves using the new bezier plugin.
- Changed the way thing factories and objects work. A thing factory
and a mesh object no longer are the same object. So first you
have to make a factory and then the object. This also allows
sharing of factories between objects.
- As a consequence of all these changes the lightmap format has
changed again.
- Doing a HardTransform() on a thing mesh object will automatically
cause the factory of that thing to be cloned so that other
things sharing that factory will not be transformed.
Doing a HardTransform() on a thing factory will have an
effect on all instances created from that.
- Used csBlockAllocator<T> for a lot of polygon objects in the
thing mesh plugin. This speeds up loading/unloading and also
improves memory usage.
- Merged csPolyTexLightMap into csPolyTexture. This improved
both speed, memory usage, and source code readability.
- Thing now uses ClipBSphere() instead of ClipBBox(). This is
faster.

154 lines of code changed in:

jorrit 2003-03-20 10:56

- Split iThingState with iThingState and iThingFactoryState.
- Renamed GetPolygonStatic() to GetPolygon().

2 lines of code changed in:

jorrit 2003-03-14 14:15

Boyan added some additional features to the lightning plugin and
also extended lightningtest app to show them.

8 lines of code changed in:

jorrit 2003-03-12 14:08

Added doxygen comment. Needs more work though.

2 lines of code changed in:

jorrit 2003-03-12 14:01

Added a lightning mesh object plugin from Boyan Hristov
<boyan_hristov@newmail.ru>. There is also a lightning test
application to try it out. Added energy.jpg to standard.zip.

78 lines of code changed in:

(140 more)


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