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danij's activity

From 2011-03-04 to 2011-03-17

2011-03-16

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...
danij
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 danij
00:03 Doomsday Engine Revision 6b9d114d (github): Completed renaming of de::GLTexture and de::GLTextureVariant to de::Texture and de::TextureVariant respectively.
danij

2011-03-15

23:38 Doomsday Engine Revision e8718531 (github): Updated project files re name change of GLTexture to Texture
danij
23:34 Doomsday Engine Revision 612b15db (github): Renamed source files for GLTexture and GLTextureVariant
danij
23:30 Doomsday Engine Revision c4a1de1f (github): Fixed lookups using texture/material namespace ids.
danij
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... danij

2011-03-14

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... danij
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... danij

2011-03-13

16:45 Doomsday Engine Revision 1e24d2bf (github): Clean up.
danij
16:45 Doomsday Engine Revision fe772e70 (github): Normalize line endings.
danij
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. danij

2011-03-08

01:13 Doomsday Engine Revision e0875c69 (github): Use the non-ARB versions of the multitexture function pointer types on Windows.
danij
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... danij

2011-03-05

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.
danij
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)?
danij

2011-03-04

14:29 Doomsday Engine Revision 290caf28 (github): Changed: Removed dependence on the GLU library; the only thing we were using it for was gluBuild2DMipmaps. As a temporary measure I've borrowed code for this from the Mesa 3D graphics library to ensure continuity and to avoid introducing any new issues. However we now have at least three different algorithms for generating mipmaps and I'm presently in the process of combining them. We really only need one fallback algorithm on application side; we should instead make use of the GL_ARB_imaging functionality where available to accelerate all image processing on the GPU.
danij
 

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