skyjake's activity
From 2013-11-27 to 2013-12-10
2013-12-10
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19:48 Doomsday Engine Revision 794144f0 (github): Fixed: Typo
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19:33 Doomsday Engine 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
2013-12-09
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17:01 Doomsday Engine 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 ... -
11:39 Doomsday Engine 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.
... -
09:53 Doomsday Engine Revision fcc2b139 (github): Merge branch 'oculus-rift'
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09:32 Doomsday Engine 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. -
09:31 Doomsday Engine Revision a8a9cef9 (github): libdeng2|Vector: Added a conversion method to an unsigned int vector
- Also used for a RuleRectangle::sizeui() method.
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08:15 Doomsday Engine 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.
2013-12-08
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12:22 Doomsday Engine 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... -
11:10 Doomsday Engine 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.
2013-12-07
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22:39 Doomsday Engine Revision 2c29bd04 (github): Fixed|Stereo 3D: Warning about double to float conversion
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22:39 Doomsday Engine Revision 0a9016ab (github): Windows|Fixed|libgui: Initial GLInfo and entrypoints setup
- First get entrypoints, then query extensions.
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21:51 Doomsday Engine Revision 1157709d (github): Windows|Fixed: Various build errors (missing exports, name conflicts)
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16:54 Doomsday Engine Revision ba87e9c8 (github): Fixed|OS X|qmake: Library directory for libintl
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16:30 Doomsday Engine Revision 84312e98 (github): Fixed|X11: Fetching OpenGL entrypoints (wrong name)
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12:33 Doomsday Engine Revision 8b6f020d (github): libgui: Clear GLFramebuffer when inited/resized
- Canvas will always use GLFramebuffer as the framebuffer.
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10:58 Doomsday Engine 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. -
10:55 Doomsday Engine Revision bab850fd (github): libgui|GLState: Added color mask
2013-12-06
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19:30 Doomsday Engine 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... -
09:40 Doomsday Engine Revision 297df8c3 (github): Fixed|OS X|qmake: Library directory for libintl
2013-12-05
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21:16 Doomsday Engine Revision 3ad58ed6 (github): libdeng2|Observers: Allow using Loop from a const object
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21:15 Doomsday Engine Revision 613aa0a2 (github): Fixed|UI|Client: Drawing game content for transition frame
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20:50 Doomsday Engine Revision 06127468 (github): libgui|Canvas: Initialize GLInfo
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18:26 Doomsday Engine 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. -
18:26 Doomsday Engine Revision 8065cbfd (github): libdeng2: Added ceilPow2
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18:26 Doomsday Engine 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...
2013-12-04
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20:35 Doomsday Engine Revision ab174623 (github): libgui|Canvas: Print supported OpenGL version to log
- The information comes from Qt.
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17:54 Doomsday Engine 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... -
08:47 Doomsday Engine Revision 7cb37862 (github): OS X|FluidSynth: Bundle the latest found version of gettext
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08:41 Doomsday Engine 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... -
08:29 Doomsday Engine 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. -
08:19 Doomsday Engine 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. -
07:59 Doomsday Engine Revision 1f4a458c (github): OS X|FluidSynth: Bundle the latest found version of gettext
2013-12-03
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21:16 Doomsday Engine Revision ebe89dca (github): Renderer|FX: Added API and todos for light source visibility marking
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21:15 Doomsday Engine Revision be28e9ec (github): Renderer|FX: Disabled the test light
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20:53 Doomsday Engine Revision 8d5c1582 (github): UI|Client: Use GLFramebuffer when rendering busy transition frame
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14:22 Doomsday Engine Revision 278dde17 (github): Refactor|Renderer|libgui: Added GLTarget::AlternativeBuffer
- This is a utility for temporarily switching to an alternative
attachment. -
08:57 Doomsday Engine 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 ... -
08:00 Doomsday Engine Revision 3b665127 (github): Merge branch 'master' into gl2-lensflare
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07:37 Doomsday Engine Revision 4a355182 (github): Refactor|Renderer|FX: Use GLFramebuffer for post-processing
- GLFramebuffer handles the required depth/stencil texture.
2013-12-02
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20:44 Doomsday Engine Revision 5754d7fb (github): Refactor|Stereo 3D: Use GLFramebuffer for unwarped Oculus Rift frame buffer
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20:34 Doomsday Engine Revision dac0db66 (github): Refactor|libgui: Added GLFramebuffer
- GLFramebuffer handles color/depth/stencil buffers, provides
access to the buffer textures, and does buffer swaps.
To... -
16:09 Doomsday Engine Revision c89604c7 (github): Refactor|GL|libgui: Renamed GLState::top() to GLState::current()
- “top” and “pop” are too easy to confuse.
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14:59 Doomsday Engine Revision 90f87a9c (github): Renderer|FX: Apply active rectangle correctly when checking depth values
2013-11-29
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21:21 Doomsday Engine Revision 636a390d (github): Cleanup
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20:44 Doomsday Engine Revision c7f5e3e8 (github): Refactor|Stereo 3D: Use a depth/stencil texture for Oculus Rift
- This allows lens flare occlusion to work in VR mode 9.
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17:02 Doomsday Engine Revision ac0c06ea (github): Renderer|FX|libgui: Apply target’s active rectangle when accessing depth values
- The shader has no visibility to the used GL viewport, so we must
do the transformation manually. -
16:32 Doomsday Engine Revision 6b523f73 (github): Refactor|libgui|GLTarget: Allow querying the attached depth texture
- The view may be rendered to any target, so there must be a way to
access the currently used depth texture. -
13:56 Doomsday Engine Revision 9ae5d689 (github): Refactor|libgui|GLTexture: Use GLPixelFormat
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13:55 Doomsday Engine Revision af04668e (github): Refactor|libgui|Image: Use GLPixelFormat
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13:54 Doomsday Engine Revision 4696bf0f (github): libgui: Added GLPixelFormat (replaces Image::GLFormat)
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12:36 Doomsday Engine Revision 2553dc27 (github): Renderer|FX: Check 5 depth points for partial occlusion of a light
- Could be improved further with resolution independence, and/or
taking into account the radius of the light source. -
12:01 Doomsday Engine Revision 4969d46c (github): Renderer|FX: Use depth buffer to occlude lens flares
- Work in progress…
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12:00 Doomsday Engine Revision cb6fd6cb (github): libgui|Canvas: Working on manual frame buffer mode
- Canvas needs to support rendering depth values to a texture.
To accomplish this, the FBO must be configured with suit... -
11:57 Doomsday Engine Revision 896208ef (github): libgui|GLState|GLUniform: Prepare for deletion of assets
- GLState must be aware that a render target might be deleted while
it is the current target.
GLUniform must be aware ... -
11:56 Doomsday Engine Revision 70ac79b0 (github): libgui|GLTexture: Setting up a depth+stencil texture
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11:55 Doomsday Engine Revision 46dbad40 (github): libgui|GLTarget: Reconfiguring an existing GLTarget instance
2013-11-28
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16:48 Doomsday Engine Revision 23a7552b (github): Renderer|FX|libgui: Working on accessing the depth buffer from a shader
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16:48 Doomsday Engine Revision 57f2860b (github): Fixed: Abnormal shutdown causes a crash when setting up busy mode
- During an abnormal shutdown, we shouldn’t allow busy mode at all.
Also, if all windows are closed, it means GL needs ... -
08:46 Doomsday Engine Revision 8727a454 (github): Renderer|FX: Revised “star” flare iamge
2013-11-27
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21:01 Doomsday Engine Revision 899f7d37 (github): Renderer|FX: Revised the “burst” flare image, improved arrangement
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12:41 Doomsday Engine Revision 4896f55d (github): Merge branch 'master' into low-latency-input
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12:39 Doomsday Engine Revision c8ea88ee (github): Merge branch 'master' into gl2-lensflare
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12:37 Doomsday Engine Revision 96531777 (github): Renderer|FX: Individual flare colors
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10:48 Doomsday Engine Revision 9d58223e (github): Renderer|FX: Using the “testlight” command to adjust test light params
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