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danij's activity

From 2014-05-09 to 2014-05-22

2014-05-22

19:54 Doomsday Engine Revision 681a3007 (github): Renderer: Cleanup
danij
19:26 Doomsday Engine Revision cadcd6a1 (github): Refactor|Renderer: Moved geometry gen for ambient occlusion (walls) to SectorCluster
SectorCluster now prepares Shards for wall shadow geometry, which
are now drawn with the rest of the shards, in drawS...
danij
18:35 Doomsday Engine Revision 9c9dd102 (github): Refactor|Renderer: Removed rendworldpoly_params_t
danij
15:44 Doomsday Engine Revision ee0a3a67 (github): Refactor|Renderer: Began removing render state from geometry generation
When preparing subspace Shards, if the geometry for the middle wall
section fully covers the opening between floor an...
danij

2014-05-21

17:47 Doomsday Engine Revision 2ad5dda2 (github): Merge branch 'master' into revise-map-geometry-generation
danij
07:29 Doomsday Engine Revision 657b740b (github): World|SectorCluster: SectorCluster no longer needs to provide access to WallEdges
danij
07:13 Doomsday Engine Revision da602717 (github): Refactor|Renderer: Moved geometry generation for dynlight/shadow into SectorCluster
danij
06:28 Doomsday Engine Revision b57c25d7 (github): Renderer: Removed var curSubspace from renderer state (redundant)
danij
05:23 Doomsday Engine Revision 244605f6 (github): Refactor|Renderer: Moved drawable geometry generation into SectorCluster
Todo: Remove all Rend_*() function calls in this module. Preparing
geometries should not affect the high level render...
danij
02:41 Doomsday Engine Revision 083706bd (github): Renderer: Separate drawable map geometry generation from drawing
Geometry Shards are now constructed from/for all map constructs and
projections (dynamic lights/shadows) independentl...
danij

2014-05-20

01:26 Doomsday Engine Revision 36db1d27 (github): Merge branch 'master' into revise-map-geometry-generation
danij
01:25 Doomsday Engine Revision 5228c93e (github): FMOD: DMFmod_Music_SetSoundFont() mishandled null
danij
01:24 Doomsday Engine Revision f07f242d (github): FMOD: DMFmod_Music_SetSoundFont() mishandled null
danij
00:35 Doomsday Engine Revision 2a6f61e8 (github): Merge branch 'master' into revise-map-geometry-generation
danij
00:29 Doomsday Engine Revision f462641e (github): Renderer: Updated sky-fix geometry generation (now uses WallEdge)
This component works a little differently to the old SkyFixEdge. With
WallEdge one must check the presence of Line::S...
danij
00:22 Doomsday Engine Revision ed3511c5 (github): Fixed|Hexen|ACScript: Deferred ACScript task management
Due to a refactoring oversight, the deferred ACS task list was being
mismanaged when attempting to run the tasks when...
danij
00:14 Doomsday Engine Revision 86907599 (github): Fixed|Hexen|ACScript: Deferred ACScript task management
Due to a refactoring oversight, the deferred ACS task list was being
mismanaged when attempting to run the tasks when...
danij

2014-05-19

02:03 Doomsday Engine Revision 407834ef (github): Cleanup|Renderer: Removed obsolete R_Div*() functions, renamed replacements
danij
01:39 Doomsday Engine Revision f0d9fdbb (github): Renderer: Cleanup
danij
01:19 Doomsday Engine Revision c359292c (github): Renderer: Finalized geometry generation changes (cleanup)
As of this commit, all drawable map geometry is now written directly
to the world-wide vertex buffer, using only Rend...
danij
01:03 Doomsday Engine Revision 442c2ce3 (github): RenderSystem|BufferPoolT: Cleanup
danij
01:00 Doomsday Engine Revision 2fe05c10 (github): RenderSystem: Removed unused work buffer pools
danij
00:53 Doomsday Engine Revision e75022b1 (github): Renderer: Fix geometry generation wiring for flats with shine
danij
00:25 Doomsday Engine Revision 30fd618f (github): Renderer: Fix geometry generation wiring for walls with shine
danij

2014-05-18

22:41 Doomsday Engine Revision 3d6787c6 (github): Refactor|Renderer: Reimplemented geometry generation for regular walls
Todo:
- Remove the now unused vertex coordinate work buffer pools
- Double check all geometry wiring is correct (shin...
danij
19:58 Doomsday Engine Revision 56e345df (github): Renderer: Cleanup
danij
18:24 Doomsday Engine Revision 74642bfd (github): Refactor|Renderer: Reimplemented geometry generation for sky-masked walls
Its cleaner if these are handled separately in drawWallSection() danij
16:55 Doomsday Engine Revision 1f9adbcf (github): Renderer: Cleanup
danij
16:23 Doomsday Engine Revision 409542d0 (github): Renderer: Revised geometry generation for wall section => vissprite
danij
14:33 Doomsday Engine Revision e325ad00 (github): Refactor|Renderer: Began remodeling geometry generation for map constructs
Achieved so far:
- Separated the three main generation paths; flats, walls, vissprites
- Reimplemented flat geometry ...
danij

2014-05-17

17:44 Doomsday Engine Revision 6f68a888 (github): Refactor|Renderer: Reimplemented geometry generation for ambient occlusion (walls)
danij
17:18 Doomsday Engine Revision 599d46c2 (github): Refactor|Renderer: Reimplemented geometry generation for dynlight projection
danij
15:47 Doomsday Engine Revision f199c9af (github): Refactor|Renderer: Reimplemented geometry generation for shadow projection
Now writes directly to the world-wide vertex buffer, using only a
vertex indice buffer (from RenderSystem's buffer po...
danij
15:43 Doomsday Engine Revision af03b328 (github): Renderer: Added R_Div*() variants for working with WorldVBuf
Plus some minor cleanup. danij
11:00 Doomsday Engine Revision 451466b5 (github): Renderer: Cleanup geometry generation for ambient occlusion
danij
10:29 Doomsday Engine Revision 0b5967ff (github): Renderer: Sky-masked geometries have no color coords in sky debug mode
danij
09:35 Doomsday Engine Revision bb7ebd39 (github): RenderSystem|WorldVBuf: Removed the current WorldVBuf::setVertices()
danij
08:52 Doomsday Engine Revision f21f08e7 (github): RenderSystem|WorldVBuf: Don't clear colors in WorldVBuf::setVertices()
danij
08:33 Doomsday Engine Revision 77d220c0 (github): RenderSystem|DrawList: Moved world vertex color coord clamping to DrawList
It makes more sense to perform the clamp here, just before the data
is handed to GL.
danij
08:19 Doomsday Engine Revision 867b5076 (github): Renderer: Cleanup
danij

2014-05-16

21:41 Doomsday Engine Revision 3fb5342d (github): Refactor|RenderSystem|DrawList: Reordered DrawList::write()
danij
16:40 Doomsday Engine Revision 59edf4f0 (github): Refactor|RenderSystem: Write to the map vertex buffer independently of DrawList
Rather than pass geometry data into DrawList to perform the vertex
buffer write, perform the write first and then pro...
danij
14:06 Doomsday Engine Revision abc9b989 (github): RenderSystem: Added WorldVBuf::Index, IndicePool work buffers
An efficient work buffer will be needed for preparing vertex buffer
indices during geometry generation outside of Dra...
danij
13:21 Doomsday Engine Revision 08984136 (github): Merge remote-tracking branch 'remotes/origin/master' into revise-map-geometry-generation
danij
13:07 Doomsday Engine Revision 54709b0a (github): Renderer|DrawList: Cleanup
danij
12:35 Doomsday Engine Revision 321b1836 (github): Optimize|Renderer|DrawList: Support sequential vertex indices in DrawList
Currently the map renderer will always allocate vertex elements from
the world vertex buffer in a linear sequence. Th...
danij

2014-05-15

19:32 Doomsday Engine Revision 7d7c7cc3 (github): RenderSystem|VBufPoolT: Ensure VBufPoolT does not leak
danij
19:13 Doomsday Engine Revision ccbd8f67 (github): Refactor|RenderSystem: Replace RenderSystem's "rend poly buffers" with VBufPoolT
Functionally a VBufPoolT is pretty much the same as the old mechanism
as far as the public API is concerned, however ...
danij
14:20 Doomsday Engine Revision cdfa09eb (github): Refactor|RenderSystem: Replace RenderSystem's Store with WorldVBuf
Effectively QVector<de::Vertex3Tex3Rgba> plus a reserveElements()
logic and a set of texCoord mnemonics. On the road ...
danij
11:59 Doomsday Engine Revision f97bd53c (github): Renderer: Revert to using local WallEdges in writeAllWallSections
On second thoughts, the existing map renderer is simply not ready to
support such a fundamental design change. Until ...
danij
09:59 Doomsday Engine Revision 7763aaad (github): Refactor|World|Map|Client: Added Map::SkyPlane
A simple class to encapsulate map sky plane functionality and provide
interested parties with height change notificat...
danij

2014-05-14

17:04 Doomsday Engine Revision 4d4bb605 (github): Refactor|Renderer|WallEdge: Removed viewer-dependent flags from WallSection
danij
16:39 Doomsday Engine Revision 809074c9 (github): Refactor|Renderer|WallEdge: Moved R_SideBackClosed() into WallEdge (to be assimilated)
danij
15:21 Doomsday Engine Revision 2da8591f (github): Renderer|SectorCluster: SectorCluster provides WallEdges for writeAllWallSections()
The owned edges exist over multiple render frames and are currently
allocated on the fly as needed. This is the very ...
danij
14:36 Doomsday Engine Revision de294f3c (github): Renderer|WallEdge: Minor cleanup
danij
14:02 Doomsday Engine Revision c1bb3f97 (github): Refactor|Renderer|WallEdge: Removed WallEdge internal behaviors from WallSection::Flags
danij
13:08 Doomsday Engine Revision ba1ae199 (github): Renderer|WallEdge: Cleanup
danij
11:59 Doomsday Engine Revision e1789649 (github): Refactor|Renderer|WallEdge: Merged WallSpec into WallEdge::Section
danij
11:16 Doomsday Engine Revision db5f605f (github): Refactor|Renderer: Relocated IEdge, AbstractEdge and WallSpec
danij
10:20 Doomsday Engine Revision a6b4d760 (github): Refactor|Renderer|SkyFixEdge|WallEdge: Merged SkyFixEdge into WallEdge
Todo: Cleanup. danij

2014-05-13

15:01 Doomsday Engine Revision d03da882 (github): Merge remote-tracking branch 'remotes/origin/master' into revise-map-geometry-generation
danij
14:59 Doomsday Engine Revision f55d3166 (github): Refactor|Renderer|SkyFixEdge|WallEdge: Revised WallEdge and SkyFixEdge to prepare for merge
WallEdge and SkyFixEdge now manage surface sectioning internally.
This presently means that all sections for an edge ...
danij
12:09 Doomsday Engine Revision 8bb8b995 (github): Fixed|All Games: Read-only cvar "game-save-last-slot" incorrect
The last-used slot number should be determined from the slot id. danij

2014-05-12

08:11 Doomsday Engine Revision 30e9e63b (github): Fixed|All Games: Read-only cvar "game-save-last-slot" incorrect
The last-used slot number should be determined from the slot id. danij
03:26 Doomsday Engine Revision 9fd0a298 (github): World|ConvexSubspace: Cleanup
danij

2014-05-11

14:05 Doomsday Engine Revision 462bb72a (github): World|bsp::PartitionEvaluator: Cleanup
danij
12:36 Doomsday Engine Revision 7c9cdcce (github): Optimize|World|bsp::Partitioner: Use a TaskPool for concurrent BSP costing
bsp::PartitionEvaluator now uses a background TaskPool for concurrent
evaluation and costing of candidate partition l...
danij

2014-05-09

11:17 Doomsday Engine Revision 6f026495 (github): World|bsp::Partitioner: Cleanup
danij
10:10 Doomsday Engine Revision 1ae5d980 (github): Refactor|World|bsp::Partitioner: Extracted "PartitionCostEvaluator" from bsp::Partitioner
Todo: Cleanup danij
06:40 Doomsday Engine Revision 95177830 (github): Refactor|World|bsp::Partitioner: Removed the "SuperBlockmap" container
There is no longer a need for an object instance to contain the tree
data structure.
danij
06:12 Doomsday Engine Revision 0553f3c4 (github): Refactor|World|bsp::Partitioner: Moved more misplaced logic out of "SuperBlockmap"
danij
05:25 Doomsday Engine Revision e9f59926 (github): Refactor|World|bsp::Partitioner: Moved line segment collation out of "SuperBlockmap"
This algorithm clearly belongs in bsp::Partitioner itself. danij
04:41 Doomsday Engine Revision 92b83746 (github): World|bsp::Partitioner: Cleanup
danij
03:35 Doomsday Engine Revision 0a658e2c (github): World|bsp::Partitioner: Fixed a refactoring oversight
danij
 

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