Activity
From 2016-09-25 to 2016-10-08
2016-10-08
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20:55 Doomsday Engine Revision 93f3a239 (github): Fixed|Windows: Calling convention in deferred GL calls
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20:39 Doomsday Engine Revision 861f2ba6 (github): Fixed|Windows: Build errors and deferred GL calls
- Cleaned up some Windows-specific older code. The deferred OpenGL
function pointers were all nullptr. -
20:37 Doomsday Engine Revision 2a2ea087 (github): Fixed|Windows: Main window icon is missing
- IssueID #1589
2016-10-07
- 20:39 Doomsday Engine Revision 3d7fa343 (github): Widgets|libappfw: provide VRConfig::RowInterleaved implementation
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09:02 Doomsday Engine Revision af025dc2 (github): Fixed|Renderer|FX: Game 3D view multisampling and bloom rendering
- Now using multisampling only for the 3D game view. Bloom is applied
using (and into) the resolved color texture.
Blo... -
08:59 Doomsday Engine Revision a6d5a626 (github): libgui|GL: Resolving multisampled framebuffer contents
- GLTextureFramebuffer now has methods for controlling multisampling.
The idea is to render normally into a multisample... -
08:57 Doomsday Engine Revision db3ae43f (github): Debug|GL: Disabled some debug messages
2016-10-02
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19:50 Doomsday Engine Revision c9b440a8 (github): UI|Client: Rendering the busy transition frame
- Instead of a custom method in ClientWindow, BusyWidget can now render
its own copy of the game view into a separate f... -
17:10 Doomsday Engine Revision ff53cf3b (github): Fixed|Cleanup: Other eye missing in anaglyph stereo mode
- GameWidget needs to be aware when rendering two views per frame
so that game view texture gets redrawn when the eye c... -
16:56 Doomsday Engine Revision 5bce3e7e (github): Refactor|Cleanup|Renderer: Less complicated view rendering
- This commit fixes issues when the game widget does not cover the
entire window.
To summarize, the viewport no longer...
2016-10-01
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14:20 Doomsday Engine Revision 0d9e8391 (github): Refactor|Client: Reduced headers included via clientapp.h
- The fewer includes, the better.
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14:19 Doomsday Engine Revision 83e104e4 (github): Refactor|Renderer|FX: Draw camera lens effects
- The lens effects are now drawn after the 3D view into the player's
game view texture.
2016-09-30
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10:13 Doomsday Engine Revision 1e11df72 (github): Refactor|Renderer|UI: Post-processing shader applied during view composition
- Instead of having fx::PostProcessing as a lens effect, ViewCompositor
now applies the post-processing shader when it ... -
10:08 Doomsday Engine Revision 9d942e8b (github): Client: Helper methods for accessing `ClientPlayer`s
2016-09-28
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15:59 Doomsday Engine Revision 21260491 (github): UI|Refactor|Client: Removed GameUIWidget; view composited by ViewCompositor
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14:29 Doomsday Engine Revision 1a526641 (github): UI|Client: Draw the game HUD layer in ViewCompositor
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13:09 Doomsday Engine Revision eab1bebe (github): Cleanup|Renderer: Calculating a player's view rectangle
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10:12 Doomsday Engine Revision a8df58bd (github): Client|UI|GL: Player view rendered in final size (all scaling factored in)
- Rather than using a viewport to restrict the game view to a smaller
section of the framebuffer, the player view is no... -
08:46 Doomsday Engine Revision c90e1417 (github): UI|Client: Fixed player view GL state; apply pixel density factor
- The artifacts in the world were due to alpha test being enabled during
the layer composition.
2016-09-26
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07:54 Doomsday Engine Revision bf291d2d (github): Refactor|Client: Revising game view drawing and compositing
- The rendered game view is now drawn to the window FBO as part of
view layers composition.
Todo: Unlit floors not ren... -
07:53 Doomsday Engine Revision 8576f25d (github): Widgets|libappfw: Root widget should clear the entire framebuffer
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07:52 Doomsday Engine Revision 21770eb9 (github): Fixed|libgui: Crash when destroying GLWindow
- Hopefully done properly now.
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