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danij's activity

From 2013-10-25 to 2013-11-07

2013-11-07

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. danij
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. danij
20:01 Doomsday Engine Feature #1658: Automatic port forwarding (UPnP/NAT-PMP/PCP)
BRisa (http://brisa.garage.maemo.org/) looks useful. danij
05:16 Doomsday Engine Revision e6f1c34f (github): Refactor|Client|GLTextureUnit|Map Renderer: Removed property GLTextureUnit::blendMode
danij
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.
danij
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 ...
danij

2013-11-06

22:46 Doomsday Engine Revision 8e58d706 (github): Client|Map Renderer: Began remodeling draw list specification/draw-state management
danij
18:48 Doomsday Engine Revision c4937af9 (github): Merge branch 'master' into gl2-drawlists
danij
18:44 Doomsday Engine Revision 0c9e9398 (github): Refactor|Client: RenderSystem has ownership of renderer/renderer-appearance settings
danij
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.
danij
18:17 Doomsday Engine Revision 22a1cc0d (github): Client|Map Renderer: Cleanup
danij
18:03 Doomsday Engine Revision ae664d02 (github): Refactor|Map Renderer: RenderSystem has ownership of the primary geometry buffer
danij
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. danij
17:12 Doomsday Engine Revision fe63c036 (github): Refactor|Client|Map Renderer: Split NormalGeom into two separate groups
danij

2013-11-05

04:53 Doomsday Engine Revision 9f493cba (github): Client|Map Renderer: Cleanup
danij
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...
danij
04:04 Doomsday Engine Revision a6782e6d (github): Refactor|Client|Map Renderer: Updated all drawing to use DrawLists
danij
04:02 Doomsday Engine Revision 39ac6fba (github): Client|Map Renderer: Began dismantling of the old render lists module
danij
03:55 Doomsday Engine Revision 9c2ee909 (github): Client: Added RenderSystem
Presently this merely acts as the owner of the DrawLists. danij
03:50 Doomsday Engine Revision 71795d3d (github): Client|Map Renderer: Added DrawLists
Encapsulates DrawList management. danij
03:49 Doomsday Engine Revision e2c75aed (github): Client|Map Renderer: Added DrawList
Provides a drawable list of buffered GL primitives/or GL commands. danij

2013-11-04

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... danij
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...
danij
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... danij
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...
danij

2013-11-03

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...
danij
18:48 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> danij wrote:
> > cmbruns wrote:
> > > * When the player activates/deactivates the status HUD (+/-...
danij
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...
danij

2013-10-31

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... danij

2013-10-30

09:23 Doomsday Engine Revision 09127132 (github): Refactor|Client|Map Renderer: Dismantled more of obsolete/old "rendpoly" stuff
danij
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...
danij

2013-10-28

16:27 Doomsday Engine Revision eb233f44 (github): libcommon: Fix mobj-nofit-crunch behavior regression; cleanup
danij
02:34 Doomsday Engine Revision 513edb6a (github): Refactor|libcommon: Pass line attack puff arguments via P_PathTraverse()
danij
01:46 Doomsday Engine Revision 95d7608c (github): libcommon: Cleanup
danij
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... danij

2013-10-27

23:37 Doomsday Engine Revision 08ad2e1d (github): libcommon: Cleanup
danij
22:45 Doomsday Engine Revision d97a5c86 (github): Refactor|libcommon: Continued cleaning up global play-sim variable usage
danij
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... danij
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 ... danij
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... danij
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. danij
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... danij
18:29 Doomsday Engine Revision b4b0725b (github): libhexen: Removed misleading comment in P_CheckOnMobj()
danij
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...
danij
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... danij
14:21 Doomsday Engine Revision a458f3d8 (github): Fixed|Windows|Installer: Missing app icon in Control Panel
danij
14:19 Doomsday Engine Revision cb12527f (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
14:18 Doomsday Engine Revision c7debe3f (github): Fixed|Windows|Installer: Missing app icon in Control Panel
danij
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.
danij

2013-10-26

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...
danij
21:06 Doomsday Engine Revision 6abbc424 (github): Refactor|libhexen: Pass mobj-on-top-mobj arguments via Mobj_BoxIterator
danij
18:22 Doomsday Engine Revision 18a561e8 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
18:22 Doomsday Engine Revision abe4a466 (github): libheretic: Merged mobj-avoid-dropoff changes from libdoom
danij
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). danij
16:36 Doomsday Engine Revision 33b980d6 (github): libdoom64: Merged mobj-avoid-dropoff changes from libdoom
Todo: This algorithm should really be commonized... danij

2013-10-25

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:...
danij
 

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