danij's activity
From 2011-03-04 to 2011-03-17
2011-03-16
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20:02 Doomsday Engine Revision 13389db4 (github): Moved texture variant specification out of the prepare stage and into variant construction.
- Implemented an object-like interface for de::TextureVariant; very basic however it is only a placeholder.
Began reloc... -
03:02 Doomsday Engine Revision 97424303 (github): Changed the texture namespace name hash table relocating the next pointer for the linked list buckets out of de::Texture and into a simple list node struct.
- Object-like interface for de::Texture
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00:03 Doomsday Engine Revision 6b9d114d (github): Completed renaming of de::GLTexture and de::GLTextureVariant to de::Texture and de::TextureVariant respectively.
2011-03-15
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23:38 Doomsday Engine Revision e8718531 (github): Updated project files re name change of GLTexture to Texture
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23:34 Doomsday Engine Revision 612b15db (github): Renamed source files for GLTexture and GLTextureVariant
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23:30 Doomsday Engine Revision c4a1de1f (github): Fixed lookups using texture/material namespace ids.
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20:59 Doomsday Engine Revision ac14fc20 (github): Further preparatory refactoring and clean up for texture atlases.
- I decided to tackle some of the remaining issues before attempting to merge the atlas stuff. Still a little more to b...
2011-03-14
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17:27 Doomsday Engine Revision 739c16fc (github): Represent texture references in Materials with Uris.
- This adds some in-game overhead; all texture references in custom Materials are presently resolved each fractional ti...
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15:52 Doomsday Engine Revision 3718d23b (github): Internalized gltexture_type_t within the engine.
- Usage in the public APIs replaced with texturenamespaceid_t. This is basically just a stepping-stone to texture refer...
2011-03-13
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16:45 Doomsday Engine Revision 1e24d2bf (github): Clean up.
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16:45 Doomsday Engine Revision fe772e70 (github): Normalize line endings.
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16:30 Doomsday Engine Revision c9164891 (github): Completed preparatory refactoring of texture upload/processing for the introduction of texture atlases.
- There remains a few open issues (none new, I might add) however this feels like a natural place to stop and rest.
2011-03-08
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01:13 Doomsday Engine Revision e0875c69 (github): Use the non-ARB versions of the multitexture function pointer types on Windows.
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00:32 Doomsday Engine Revision 1b144629 (github): Refactored interface to OpenGL with a minimum requirement of version 1.4
- * If the implementation reports a lower than required version; display a critical message and gracefully abort startu...
2011-03-05
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14:46 Doomsday Engine Revision 704510a5 (github): Lets not leave it to the gl implementation to decide the actual internal format for textures when the user has explictly requested that compression be disabled.
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14:08 Doomsday Engine Revision 4aab2a8d (github): Continuing the refactoring of texture uploading/processing. Hmm, why are we converting *all* texture types to RGB(A) prior to upload even if we request a different gl format (they'll have to be converted again before they can be used by the implementation)?
2011-03-04
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