danij's activity
From 2013-10-25 to 2013-11-07
2013-11-07
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23:19 Doomsday Engine Revision a2d62743 (github): Fixed|Client|Map Renderer: Rend_AttenuateLightLevel() returns values > 1.f
- The rest of the map renderer expects [0..1] normalized light levels.
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22:55 Doomsday Engine Revision 8527700b (github): Refactor|Client|Map Renderer: Began dismantling/remodeling GLTextureUnit
- This component does not make sense in its current form.
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20:01 Doomsday Engine Feature #1658: Automatic port forwarding (UPnP/NAT-PMP/PCP)
- BRisa (http://brisa.garage.maemo.org/) looks useful.
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05:16 Doomsday Engine Revision e6f1c34f (github): Refactor|Client|GLTextureUnit|Map Renderer: Removed property GLTextureUnit::blendMode
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04:26 Doomsday Engine Revision f6001699 (github): Refactor|Client|Map Renderer: Removed the old "RTU map" mechanism
- Now that we have an object-oriented interface to the draw lists this
sort of a mechanism is no longer useful. -
02:42 Doomsday Engine Revision bdd6a90a (github): Client|Map Renderer: Continued remodeling draw list specification/draw-state management
- Explicitly specify per-primitive GL draw state change properties at
DrawList::write() time, rather than copying them ...
2013-11-06
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22:46 Doomsday Engine Revision 8e58d706 (github): Client|Map Renderer: Began remodeling draw list specification/draw-state management
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18:48 Doomsday Engine Revision c4937af9 (github): Merge branch 'master' into gl2-drawlists
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18:44 Doomsday Engine Revision 0c9e9398 (github): Refactor|Client: RenderSystem has ownership of renderer/renderer-appearance settings
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18:24 Doomsday Engine Revision 695300fe (github): Refactor|Client|Map Renderer: Relocated RL_RenderAllLists() to rend_main.cpp
- There is no longer any real benefit in separating this from the rest
of the map renderer logic. -
18:17 Doomsday Engine Revision 22a1cc0d (github): Client|Map Renderer: Cleanup
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18:03 Doomsday Engine Revision ae664d02 (github): Refactor|Map Renderer: RenderSystem has ownership of the primary geometry buffer
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17:49 Doomsday Engine Revision d17e0f39 (github): Refactor|Client|Map Renderer|DrawLists: Clear/reset draw lists and vertex buffer from RenderSystem
- Also store a pointer to the vertex buffer internally within DrawList.
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17:12 Doomsday Engine Revision fe63c036 (github): Refactor|Client|Map Renderer: Split NormalGeom into two separate groups
2013-11-05
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04:53 Doomsday Engine Revision 9f493cba (github): Client|Map Renderer: Cleanup
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04:09 Doomsday Engine Revision 860746a9 (github): Refactor|Client|Map Renderer: Updated RL_RenderAllLists() to use DrawLists; cleanup
- TODO: Redesign DrawList specification/"RTU map" stuff.
TODO: Revise plane geometry generation to build tristrips.
TOD... -
04:04 Doomsday Engine Revision a6782e6d (github): Refactor|Client|Map Renderer: Updated all drawing to use DrawLists
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04:02 Doomsday Engine Revision 39ac6fba (github): Client|Map Renderer: Began dismantling of the old render lists module
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03:55 Doomsday Engine Revision 9c2ee909 (github): Client: Added RenderSystem
- Presently this merely acts as the owner of the DrawLists.
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03:50 Doomsday Engine Revision 71795d3d (github): Client|Map Renderer: Added DrawLists
- Encapsulates DrawList management.
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03:49 Doomsday Engine Revision e2c75aed (github): Client|Map Renderer: Added DrawList
- Provides a drawable list of buffered GL primitives/or GL commands.
2013-11-04
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23:22 Doomsday Engine Feature #1636: Support for Oculus Rift
- Thanks for the detailed explanation of which values can/should be obtained from the SDK. The fact that an effective F...
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19:56 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> danij wrote:
> > Are we saying that VR is so exceptional that by default we shouldn't honour the F... -
18:59 Doomsday Engine Feature #1636: Support for Oculus Rift
- I agree with the intention. However I disagree with the method. Field-of-view in a cinematic sense is a matter of art...
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18:37 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> Speaking of field-of-view, I'm currently setting the field-of-view to 110 degrees when the player a...
2013-11-03
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19:33 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> > Furthermore, I don't see why the window border can't work in Rift mode in the same way it usually... -
18:48 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> danij wrote:
> > cmbruns wrote:
> > > * When the player activates/deactivates the status HUD (+/-... -
07:55 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> * When the player activates/deactivates the status HUD (+/- keys), the OpenGL viewport for 3D viewi...
2013-10-31
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23:11 Doomsday Engine Feature #1503: [Unix] Basic command line options (e.g., help, version)
- There seems to be a fair degree of feature overlap with the in-game help presented via the console. Maybe we can bind...
2013-10-30
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09:23 Doomsday Engine Revision 09127132 (github): Refactor|Client|Map Renderer: Dismantled more of obsolete/old "rendpoly" stuff
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05:10 Doomsday Engine Feature #1636: Support for Oculus Rift
- Nice work. At least for cross-eye viewing your screenshot is converging well for me.
So as to better my understand...
2013-10-28
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16:27 Doomsday Engine Revision eb233f44 (github): libcommon: Fix mobj-nofit-crunch behavior regression; cleanup
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02:34 Doomsday Engine Revision 513edb6a (github): Refactor|libcommon: Pass line attack puff arguments via P_PathTraverse()
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01:46 Doomsday Engine Revision 95d7608c (github): libcommon: Cleanup
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00:44 Doomsday Engine Feature #1636: Support for Oculus Rift
- I'm not familiar with that area of the codebase but I expect this is because glprogram.cpp resides in libgui and ther...
2013-10-27
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23:37 Doomsday Engine Revision 08ad2e1d (github): libcommon: Cleanup
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22:45 Doomsday Engine Revision d97a5c86 (github): Refactor|libcommon: Continued cleaning up global play-sim variable usage
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19:04 Doomsday Engine Feature #1636: Support for Oculus Rift
- Integrating head tracking via the existing binding system is definitely the better approach, regardless of optimal la...
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16:42 Doomsday Engine Feature #1636: Support for Oculus Rift
- Hacking it in would inherently mean that player movement lags behind the refresh update. While it would certainly be ...
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16:23 Doomsday Engine Feature #1636: Support for Oculus Rift
- If the input from the head tracker effects the angle at which the player moves then this fundamentally requires an in...
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15:23 Doomsday Engine Feature #1636: Support for Oculus Rift
- I rather see this from the perspective that the lack of zero-latency input is a serious bug.
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15:08 Doomsday Engine Feature #1636: Support for Oculus Rift
- It seems to me that to fully integrate the Oculus head tracking it must be folded into the binding system in a simila...
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18:29 Doomsday Engine Revision b4b0725b (github): libhexen: Removed misleading comment in P_CheckOnMobj()
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18:24 Doomsday Engine Revision 6fc42ee1 (github): Refactor|libhexen: Don't use mobj-check-position vars for mobj-ontop-mobj tests
- These two algorithms are not co-dependent. Maintaining state values
used only for mobj-check-position tests merely ob... -
14:53 Doomsday Engine Bug #1589: [Windows] Missing icons
- Commit commit:c7debe3 should address the missing icon in Add/Remove Programs/Control Panel. It appears that Inno Setu...
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14:21 Doomsday Engine Revision a458f3d8 (github): Fixed|Windows|Installer: Missing app icon in Control Panel
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14:19 Doomsday Engine Revision cb12527f (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
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14:18 Doomsday Engine Revision c7debe3f (github): Fixed|Windows|Installer: Missing app icon in Control Panel
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03:31 Doomsday Engine Revision 856d143a (github): libcommon: Continued cleaning up global play-sim variables
- The role of each (argument/return-value/etc..) of those remaining is
now much clearer.
2013-10-26
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21:51 Doomsday Engine Feature #1636: Support for Oculus Rift
- Re: UI and HUD drawing
It would be useful for future development/maintenance to have a visual representation of th... -
21:06 Doomsday Engine Revision 6abbc424 (github): Refactor|libhexen: Pass mobj-on-top-mobj arguments via Mobj_BoxIterator
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18:22 Doomsday Engine Revision 18a561e8 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
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18:22 Doomsday Engine Revision abe4a466 (github): libheretic: Merged mobj-avoid-dropoff changes from libdoom
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16:39 Doomsday Engine Revision 1de62396 (github): libdoom64: Fix build (unknown mobj_t)
- Whoops, can't include p_actor.h from p_mobj.h (doh).
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16:36 Doomsday Engine Revision 33b980d6 (github): libdoom64: Merged mobj-avoid-dropoff changes from libdoom
- Todo: This algorithm should really be commonized...
2013-10-25
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15:29 Doomsday Engine Bug #251: [Doom] Nightmare monsters sometimes not fast
- Perhaps an integrated mechanism using DED 2.0 selectors and Game Rules?
Concept syntax:...
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