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From 2013-11-30 to 2013-12-13

2013-12-13

21:46 Revision b5e0ff01 (github): Refactor|Resources: Represent image_t dimensions as de::Vector2ui, cleanup
danij
16:30 Revision 5a60fccf (github): Refactor|Resources: image_t API cleanup
danij
12:51 Bug #1679 (Closed): main menu appearing in the loading screens when it shouldn't
If one opens and closes the main menu while dead and then restarts the map, the main menu appears in the loading scre... vermil
12:35 Bug #1667: Player weapon sounds interrupt "dont_stop" sounds
I wasn't sure whether this deserves an issue of it's own.
The Cyber Demon's alert sound doesn't seem to play the f...
vermil
08:11 Revision fa00c48c (github): Fixed: Build error and warnings
The error was a missing ‘typename’ keyword in a template definition. skyjake
08:00 Revision d9d2560b (github): Cleanup|GL|libgui: Removed EXT_compiled_vertex_array and related code
This OpenGL extension hasn’t been in use for years and also didn’t
work properly when it was used.
In the future, we...
skyjake
01:14 Feature #1636: Support for Oculus Rift
skyjake wrote:
> Good news, I now have a Rift devkit of my own to play around with.
Awesome news! Welcome to the ...
cmbruns

2013-12-12

21:56 Revision 40e27411 (github): Fixed: Build failure (ambiguous conversion of de::Id)
skyjake
21:54 Revision 2f9fb6d6 (github): Fixed: Compiler warnings
skyjake
21:54 Revision ed37dfd0 (github): Fixed|GL|OS X: Don’t fake EXT_compiled_vertex_array
We should respect what the driver says is supported. skyjake
21:03 Feature #1678: Optimize stereoscopic pixel formats
Thanks for the detailed info.
I believe that with minor modifications, the existing classes should be adequate fo...
skyjake
19:18 Feature #1636: Support for Oculus Rift
Good news, I now have a Rift devkit of my own to play around with.
I can address some of the biggest usability iss...
skyjake
17:03 Revision f0bf6474 (github): Fixed|ResourceSystem: Clearing material resources on shutdown
danij
16:35 Revision 1ba7a3ea (github): Resources: Clear all materials when a new game is loaded
It is presently necessary to clear all materials from the resource
system when loading a new game.
Todo for later: I...
danij
01:41 Revision 8c64e8e2 (github): Memory Zone: Removed the now unused PU_REFRESHRAW purge level
danij
01:31 Revision 17c67f5d (github): Ring Zero: Announce game resource loading has begun only if there is work to do
danij
00:55 Revision 6c220c4b (github): Merge branch 'master' into resourcesystem
danij
00:53 Revision fa8c0fe6 (github): Line|Map: Respect logical constness when manipulating Line::Side's shadow count
danij
00:30 Revision 17e1de64 (github): Merge branch 'master' into resourcesystem
Conflicts:
doomsday/client/src/render/rend_fakeradio.cpp
danij
00:19 Revision 67d35c4e (github): Refactor|ResourceSystem: Use a QHash for raw textures and return a QList of instance pointers
danij

2013-12-11

19:13 Revision f79d60fc (github): Performance|Renderer|Refactor: Retain constness in APIs; avoid redundant memory allocs
It is important not to accidentally lost constness of object
references, particularly when dealing with Qt containers...
skyjake
19:00 Feature #1678: Optimize stereoscopic pixel formats
skyjake wrote:
> If it is required that rendering occurs in the system framebuffer (FBO 0), we could — in VR mode 13...
cmbruns
18:59 Revision a251db35 (github): Cleanup
skyjake
14:15 Revision f7263cc3 (github): UI|Client: Keep task bar hidden until app startup is complete
Looks cleaner this way. skyjake
14:14 Revision 62c53bb6 (github): UI|ToggleWidget: Ensure a disabled toggle’s state can be seen
The “flipper” of the toggle is now drawn with a larger-than-one
alpha so that it will be opaque even if the widget as...
skyjake
14:13 Revision 89a62661 (github): UI|Client: Animate widget opacity when enabling/disabling them
It is good to avoid abrupt visual changes. skyjake
12:22 Revision 8f5c5f1d (github): Merge branch 'master' into resourcesystem
Conflicts:
doomsday/client/src/gl/gl_texmanager.cpp
danij
08:47 Revision 4a4673df (github): Merge branch 'master' into low-latency-input
skyjake
08:46 Revision 20b5ff12 (github): Fixed|UI: Freeze game for busy mode during “reset”/“texreset”
It is now required to manually request the drawing of a freeze
frame at the appropriate time before starting busy ope...
skyjake

2013-12-10

19:48 Revision 794144f0 (github): Fixed: Typo
skyjake
19:33 Revision 8e70767e (github): Merge branch 'master' into low-latency-input
Conflicts:
doomsday/client/include/render/r_main.h
doomsday/client/src/render/r_main.cpp
skyjake
17:10 Feature #1678: Optimize stereoscopic pixel formats
If it is required that rendering occurs in the system framebuffer (FBO 0), we could — in VR mode 13 specifically — re... skyjake
03:44 Revision 6d2f3994 (github): Renderer: Call Viewports_Register() from RenderSystem
danij
03:43 Revision 895b4f7d (github): ResourceSystem: Cleanup
danij
03:19 Revision 3a98e536 (github): Renderer: Use de::Vector3<>::xzy(); cleanup
danij
01:56 Revision 480a1c84 (github): Fixed|Renderer: Non-functional "texreset raw"
danij
01:36 Revision b3afeeb2 (github): ResourceSystem: Cleanup
danij
00:10 Revision 0ac7425e (github): Renderer: Cleanup
danij

2013-12-09

21:36 Revision 05e308a0 (github): Resources|Cleanup: Removed the now unused resource/models.cpp
danij
21:29 Revision de1d624d (github): Merge branch 'master' into resourcesystem
danij
21:13 Revision bde72ba4 (github): Merge branch 'master' into resourcesystem
Conflicts:
doomsday/client/include/dd_pinit.h
doomsday/client/include/de_render.h
doomsday/client/include/render/r_ma...
danij
17:01 Revision f61611a8 (github): Fixed|X11: Avoid GL error when starting in maximized window
When starting with a maximized window, X11 sends two window resize
events in a rapid succession. Perhaps the changes ...
skyjake
15:47 Revision d6a1636b (github): Refactor|Resources: ResourceSystem has ownership of raw textures
danij
11:39 Revision c98375d3 (github): libgui|Client: Canvas needs no depth or stencil (GLFramebuffer has them)
Since rendering is now occurring in GLFramebuffer, Canvas no longer
needs to have its own depth or stencil buffers.
...
skyjake
11:13 Feature #1636: Support for Oculus Rift
With today's merge of the @gl2-lensflare@ changes back to @oculus-rift@ and @master@, VR mode 13 is probably broken. ... skyjake
11:12 Feature #1678 (Rejected): Optimize stereoscopic pixel formats
Support for a stereoscopic GL pixel format, used for instance with NVIDIA 3D Vision. This is implemented currently as... skyjake
09:53 Revision fcc2b139 (github): Merge branch 'oculus-rift'
skyjake
09:32 Revision ebc1028b (github): Fixed|UI|Client: Squished busy transition frame during animation with sidebar
The transition frame has been prepared using the full framebuffer
size, so it must be drawn with the same sizing.
skyjake
09:31 Revision a8a9cef9 (github): libdeng2|Vector: Added a conversion method to an unsigned int vector
Also used for a RuleRectangle::sizeui() method. skyjake
08:15 Revision dfbf6ed1 (github): libgui|GLTarget: Blit only relevant buffer contents
Copying stencil or depth is usually not needed, so changed the
default blit attachments to just Color.
skyjake

2013-12-08

21:59 Revision b76d2657 (github): Cleanup
danij
21:58 Revision 56985bcb (github): Refactor|Renderer: Represent viewer origin points and vectors with de::Vector<>
danij
17:48 Revision 1e2b8199 (github): Refactor: Moved old UI font selection to ui_main.cpp/h; cleanup
danij
17:17 Revision e8d105a5 (github): Refactor: Continued dismantling the old "refresh" subsystem
danij
14:01 Revision 96f89c87 (github): Cleanup
danij
12:22 Revision 3713e997 (github): Fixed|Renderer|FX: Drawing the post-processed result frame
The sizing was not correct with the sidebar. Also, respect the
current target size, as it may be bigger than the wind...
skyjake
11:10 Revision 74256a99 (github): Renderer: Re-enabled old flare/halo rendering code
The new flares are not quite ready yet, and besides they can coexist
with the old code.
skyjake

2013-12-07

22:39 Revision 2c29bd04 (github): Fixed|Stereo 3D: Warning about double to float conversion
skyjake
22:39 Revision 0a9016ab (github): Windows|Fixed|libgui: Initial GLInfo and entrypoints setup
First get entrypoints, then query extensions. skyjake
21:51 Revision 1157709d (github): Windows|Fixed: Various build errors (missing exports, name conflicts)
skyjake
16:54 Revision ba87e9c8 (github): Fixed|OS X|qmake: Library directory for libintl
skyjake
16:30 Revision 84312e98 (github): Fixed|X11: Fetching OpenGL entrypoints (wrong name)
skyjake
14:26 Revision 917ea1f9 (github): EntityDatabase|World: Throw an error if an expected map entity property value is missing
Occurred when attempting to load a "DOOM in Hexen" format map in DOOM. danij
14:21 Revision 73e2e8c0 (github): Sprite|Resources: Added support for sprites with 16 view angle rotations
Emulate ZDoom's sprite frame rotation naming extension and duplication
behavior to support sprites with up to 16 disc...
danij
12:33 Revision 8b6f020d (github): libgui: Clear GLFramebuffer when inited/resized
Canvas will always use GLFramebuffer as the framebuffer. skyjake
10:58 Revision e8e50216 (github): Fixed|Refactor|Renderer: Use GLState for color mask, fixed drawing issues
Addressed GL state and drawing issues with various combinations of
FSAA, VR mode, and postfx.
skyjake
10:55 Revision bab850fd (github): libgui|GLState: Added color mask
skyjake
06:06 Revision 6ccfbfd0 (github): ResourceSystem|Optimize: Store temporary auto-generated SpriteDefs in a QHash; cleanup
Previously an in-place O(n) algorithm was used to ensure only one
sprite definition is generated for a given name.
danij
02:37 Revision 6e9d0136 (github): Refactor|ResourceSystem: Moved mobj visualization resource selection out of ResourceSystem
Sprite and model selection logic is now handled by Mobj_Sprite() and
Mobj_ModelDef() respectively. Sprite radius calc...
danij

2013-12-06

19:30 Revision 6fc7c869 (github): libgui|GL: Perform multisampling with renderbuffers
With OpenGL 2.1, the only way to render into a texture with
multisampling is to use OpenGL extensions.
GLFramebuffer...
skyjake
17:48 Revision 74de24ca (github): ResourceSystem: Cleanup prepared GL texture release
danij
17:17 Revision 920c7600 (github): Texture|Resources: Ensure any prepared GL texture is released on Texture::Variant deletion
danij
16:55 Revision b15406e8 (github): ResourceSystem: Always respect the cacheGroups argument when caching materials
danij
13:46 Revision f5c5bb2b (github): ResourceSystem: Cleaned up the material cache queue
danij
09:40 Revision 297df8c3 (github): Fixed|OS X|qmake: Library directory for libintl
skyjake

2013-12-05

21:16 Revision 3ad58ed6 (github): libdeng2|Observers: Allow using Loop from a const object
skyjake
21:15 Revision 613aa0a2 (github): Fixed|UI|Client: Drawing game content for transition frame
skyjake
20:50 Revision 06127468 (github): libgui|Canvas: Initialize GLInfo
skyjake
18:52 Feature #1677 (New): Square particle shape (option, as alternative to round particles)
The default shape for particles in Dday is a circle.
However, if users turn off OpenGL filtering, that circular sh...
vermil
18:26 Revision 17072444 (github): Refactor|GL|Client: Use libgui’s GLInfo instead of sys_opengl
Available extensions and OpenGL limits come now from libgui.
Also cleaned up old/dead code from sys_opengl.
skyjake
18:26 Revision 8065cbfd (github): libdeng2: Added ceilPow2
skyjake
18:26 Revision a72cef7f (github): libgui: Added GLInfo, moved extensions and limits from client
Moved/improved old code from sys_opengl for checking OpenGL
extensions.
Extensions are now referred to by their offi...
skyjake
17:26 Feature #1676 (Closed): FluidSynth for Windows
Just wanted to get this into the tracker, as right now there is no support for .sf2 soundfonts in Windows builds of D... sonicdoommario

2013-12-04

20:35 Revision ab174623 (github): libgui|Canvas: Print supported OpenGL version to log
The information comes from Qt. skyjake
20:19 Feature #1675 (Closed): Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
Use QOpenGLFunctions to select a particular OpenGL version (3.3).
Qt 5.4 introduces new OpenGL classes for modern ...
skyjake
17:54 Revision bef2c51a (github): UI|Client|Stereo 3D: BusyWidget shouldn’t be among the composited widgets
In Oculus Rift mode, the UI compositor is scaled down. If the busy
widget is also included in the compositor, it mean...
skyjake
16:52 Revision 701789ec (github): ResourceSystem: Return interned texture specs by const pointer/reference
Also added a convenience header for Sprite. danij
15:37 Revision ead1ecd4 (github): ResourceSystem: Improved material and texture search APIs
danij
15:20 Revision f78ac1e7 (github): Resources: Cleanup
danij
15:13 Revision 69de1399 (github): ResourceSystem: Cleanup texture search API
danij
14:25 Revision 13bb407b (github): Resources: Cleanup
danij
14:14 Revision 97f5de3d (github): ResourceSystem: Cleanup material search API
danij
13:33 Revision 5140981e (github): ResourceSystem: Model and ModelDef searches return references
danij
08:47 Revision 7cb37862 (github): OS X|FluidSynth: Bundle the latest found version of gettext
skyjake
08:41 Revision 0c7ffe41 (github): Fixed|UI|libdeng2|Stereo 3D: Allow enabling UI composition during busy mode
Fixes an issue where the display would remain black after launching
straight into a map with -g and -warp options.
A...
skyjake
08:29 Revision 910ac37b (github): Fixed|UI|Client: Handle sidebar in the UI compositor update
When the compositor is enabled or disabled, all the relevant widgets
must be moved to the correct parent.
skyjake
08:19 Revision dcb6687b (github): Fixed|Renderer|FX: Update GL viewports for post-processing shader
Fixes the problem where the sidebar editor would cause the view to
appear squished.
skyjake
07:59 Revision 1f4a458c (github): OS X|FluidSynth: Bundle the latest found version of gettext
skyjake

2013-12-03

21:16 Revision ebe89dca (github): Renderer|FX: Added API and todos for light source visibility marking
skyjake
21:15 Revision be28e9ec (github): Renderer|FX: Disabled the test light
skyjake
20:53 Revision 8d5c1582 (github): UI|Client: Use GLFramebuffer when rendering busy transition frame
skyjake
14:22 Revision 278dde17 (github): Refactor|Renderer|libgui: Added GLTarget::AlternativeBuffer
This is a utility for temporarily switching to an alternative
attachment.
skyjake
09:40 Revision c9853952 (github): Refactor|Model: Cleanup
danij
08:57 Revision 9e012a9e (github): Renderer|Models: Use an alternative depth buffer for 3D psprites
It is unacceptable to clear the depth buffer for 3D psprites as that
would remove the depth information required for ...
skyjake
08:00 Revision 3b665127 (github): Merge branch 'master' into gl2-lensflare
skyjake
07:37 Revision 4a355182 (github): Refactor|Renderer|FX: Use GLFramebuffer for post-processing
GLFramebuffer handles the required depth/stencil texture. skyjake
06:12 Revision 7375ae79 (github): Renderer|Client: Cleanup
danij
05:55 Revision 789816ac (github): Resources: Removed resource/models.cpp; renamed resource/models.h
Also added a convenience header for ModelDef. danij
05:31 Revision 4e590672 (github): Model: Fix model aspect-correct scaling; cleanup
All shared global resource instances are now owned by ResourceSystem.
Everything appears to be working as expected. A...
danij
04:08 Revision 640b178d (github): Refactor|Model: Cleanup
danij
03:46 Revision 380c111e (github): Refactor|Model: Integrated model resource file loading more deeply
danij
03:17 Revision 01fa7a27 (github): Refactor|Resources: Use ResourceSystem to locate model resources
Now builds without error. Testing begins... danij
03:02 Revision ecc52f01 (github): Refactor|Resources: Moved model resource loading into Model
danij
01:42 Revision cefb9ad7 (github): Refactor|Resources: Began relocation of model resources into ResourceSystem
Note this is very much a wip and does not build yet. danij
00:43 Revision 49281b5a (github): Refactor|Resources: Preparing to move the model collection into ResourceSystem
danij
00:08 Revision 7356734c (github): Refactor: Renamed gl/gl_model.h/cpp as resource/model.h/cpp respectively
A "Model" is more of a resource than a GL-domain component. Such a
resource may be contain GL components (e.g., prepa...
danij

2013-12-02

23:52 Revision b784a532 (github): Renderer: Cleanup
danij
23:13 Revision d29855e2 (github): Renderer|Model: Cleanup
danij
22:46 Revision bc247604 (github): Typo
danij
22:30 Revision 29583345 (github): libdeng2: Added template de::lerp()
danij
22:00 Revision 0bcf6737 (github): Model|Resources: Internal Model API improvements; cleanup
danij
20:44 Revision 5754d7fb (github): Refactor|Stereo 3D: Use GLFramebuffer for unwarped Oculus Rift frame buffer
skyjake
20:34 Revision dac0db66 (github): Refactor|libgui: Added GLFramebuffer
GLFramebuffer handles color/depth/stencil buffers, provides
access to the buffer textures, and does buffer swaps.
To...
skyjake
16:09 Revision c89604c7 (github): Refactor|GL|libgui: Renamed GLState::top() to GLState::current()
“top” and “pop” are too easy to confuse. skyjake
14:59 Revision 90f87a9c (github): Renderer|FX: Apply active rectangle correctly when checking depth values
skyjake

2013-12-01

16:39 Revision e962b623 (github): Model|Resources: Cleanup (method name consistency)
danij
15:53 Revision 6f4976c1 (github): Refactor|Resources: Cleaned up internal API to the model resource collection
danij
15:13 Revision 98f69b00 (github): Resources: Cleanup
danij
14:10 Revision 99ce12b0 (github): Model|Resources: Removed fixed limit Model::MAX_LODS
danij
11:29 Revision 7951b900 (github): Resources: Cleanup/typos
danij
10:25 Revision 31eb8684 (github): Refactor|Resources: Completed initial C++ translation of model_t
danij

2013-11-30

22:19 Bug #1674 (Rejected): I FOLLOWED ROME.RO s guide to play the DENGINE ... BUT THE KEYSTROKES ON MACOS ARE FAILURING THE EXPERIENCE..
Please post this on the user / technical support forums: http://dengine.net/forums/viewforum.php?f=7 skyjake
22:09 Bug #1674 (Rejected): I FOLLOWED ROME.RO s guide to play the DENGINE ... BUT THE KEYSTROKES ON MACOS ARE FAILURING THE EXPERIENCE..
http://planetromero.com/2013/11/doomsday-1-12-server-setup
i forward to de-ngine.
selftroll!
i g...
rm1911
20:22 Feature #1342: Alpha/Beta/Prerelease support?
Apologies if the below comes across and rude and/or presumptuous, not to mention it's hardly 'technical' in nature. I... vermil
 

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