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skyjake's activity

From 2013-12-01 to 2013-12-14

2013-12-13

08:11 Doomsday Engine Revision fa00c48c (github): Fixed: Build error and warnings
The error was a missing ‘typename’ keyword in a template definition. skyjake
08:00 Doomsday Engine Revision d9d2560b (github): Cleanup|GL|libgui: Removed EXT_compiled_vertex_array and related code
This OpenGL extension hasn’t been in use for years and also didn’t
work properly when it was used.
In the future, we...
skyjake

2013-12-12

21:56 Doomsday Engine Revision 40e27411 (github): Fixed: Build failure (ambiguous conversion of de::Id)
skyjake
21:54 Doomsday Engine Revision 2f9fb6d6 (github): Fixed: Compiler warnings
skyjake
21:54 Doomsday Engine Revision ed37dfd0 (github): Fixed|GL|OS X: Don’t fake EXT_compiled_vertex_array
We should respect what the driver says is supported. skyjake

2013-12-11

19:13 Doomsday Engine Revision f79d60fc (github): Performance|Renderer|Refactor: Retain constness in APIs; avoid redundant memory allocs
It is important not to accidentally lost constness of object
references, particularly when dealing with Qt containers...
skyjake
18:59 Doomsday Engine Revision a251db35 (github): Cleanup
skyjake
14:15 Doomsday Engine Revision f7263cc3 (github): UI|Client: Keep task bar hidden until app startup is complete
Looks cleaner this way. skyjake
14:14 Doomsday Engine Revision 62c53bb6 (github): UI|ToggleWidget: Ensure a disabled toggle’s state can be seen
The “flipper” of the toggle is now drawn with a larger-than-one
alpha so that it will be opaque even if the widget as...
skyjake
14:13 Doomsday Engine Revision 89a62661 (github): UI|Client: Animate widget opacity when enabling/disabling them
It is good to avoid abrupt visual changes. skyjake
08:47 Doomsday Engine Revision 4a4673df (github): Merge branch 'master' into low-latency-input
skyjake
08:46 Doomsday Engine Revision 20b5ff12 (github): Fixed|UI: Freeze game for busy mode during “reset”/“texreset”
It is now required to manually request the drawing of a freeze
frame at the appropriate time before starting busy ope...
skyjake

2013-12-10

19:48 Doomsday Engine Revision 794144f0 (github): Fixed: Typo
skyjake
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
skyjake

2013-12-09

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 ...
skyjake
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.
...
skyjake
09:53 Doomsday Engine Revision fcc2b139 (github): Merge branch 'oculus-rift'
skyjake
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.
skyjake
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. skyjake
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.
skyjake

2013-12-08

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...
skyjake
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.
skyjake

2013-12-07

22:39 Doomsday Engine Revision 2c29bd04 (github): Fixed|Stereo 3D: Warning about double to float conversion
skyjake
22:39 Doomsday Engine Revision 0a9016ab (github): Windows|Fixed|libgui: Initial GLInfo and entrypoints setup
First get entrypoints, then query extensions. skyjake
21:51 Doomsday Engine Revision 1157709d (github): Windows|Fixed: Various build errors (missing exports, name conflicts)
skyjake
16:54 Doomsday Engine Revision ba87e9c8 (github): Fixed|OS X|qmake: Library directory for libintl
skyjake
16:30 Doomsday Engine Revision 84312e98 (github): Fixed|X11: Fetching OpenGL entrypoints (wrong name)
skyjake
12:33 Doomsday Engine Revision 8b6f020d (github): libgui: Clear GLFramebuffer when inited/resized
Canvas will always use GLFramebuffer as the framebuffer. skyjake
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.
skyjake
10:55 Doomsday Engine Revision bab850fd (github): libgui|GLState: Added color mask
skyjake

2013-12-06

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...
skyjake
09:40 Doomsday Engine Revision 297df8c3 (github): Fixed|OS X|qmake: Library directory for libintl
skyjake

2013-12-05

21:16 Doomsday Engine Revision 3ad58ed6 (github): libdeng2|Observers: Allow using Loop from a const object
skyjake
21:15 Doomsday Engine Revision 613aa0a2 (github): Fixed|UI|Client: Drawing game content for transition frame
skyjake
20:50 Doomsday Engine Revision 06127468 (github): libgui|Canvas: Initialize GLInfo
skyjake
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.
skyjake
18:26 Doomsday Engine Revision 8065cbfd (github): libdeng2: Added ceilPow2
skyjake
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...
skyjake

2013-12-04

20:35 Doomsday Engine Revision ab174623 (github): libgui|Canvas: Print supported OpenGL version to log
The information comes from Qt. skyjake
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...
skyjake
08:47 Doomsday Engine Revision 7cb37862 (github): OS X|FluidSynth: Bundle the latest found version of gettext
skyjake
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...
skyjake
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.
skyjake
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.
skyjake
07:59 Doomsday Engine Revision 1f4a458c (github): OS X|FluidSynth: Bundle the latest found version of gettext
skyjake

2013-12-03

21:16 Doomsday Engine Revision ebe89dca (github): Renderer|FX: Added API and todos for light source visibility marking
skyjake
21:15 Doomsday Engine Revision be28e9ec (github): Renderer|FX: Disabled the test light
skyjake
20:53 Doomsday Engine Revision 8d5c1582 (github): UI|Client: Use GLFramebuffer when rendering busy transition frame
skyjake
14:22 Doomsday Engine Revision 278dde17 (github): Refactor|Renderer|libgui: Added GLTarget::AlternativeBuffer
This is a utility for temporarily switching to an alternative
attachment.
skyjake
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 ...
skyjake
08:00 Doomsday Engine Revision 3b665127 (github): Merge branch 'master' into gl2-lensflare
skyjake
07:37 Doomsday Engine Revision 4a355182 (github): Refactor|Renderer|FX: Use GLFramebuffer for post-processing
GLFramebuffer handles the required depth/stencil texture. skyjake

2013-12-02

20:44 Doomsday Engine Revision 5754d7fb (github): Refactor|Stereo 3D: Use GLFramebuffer for unwarped Oculus Rift frame buffer
skyjake
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...
skyjake
16:09 Doomsday Engine Revision c89604c7 (github): Refactor|GL|libgui: Renamed GLState::top() to GLState::current()
“top” and “pop” are too easy to confuse. skyjake
14:59 Doomsday Engine Revision 90f87a9c (github): Renderer|FX: Apply active rectangle correctly when checking depth values
skyjake
 

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