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From 2007-05-12 to 2007-05-25

2007-05-25

00:22 Revision c9a1d5d6 (github): Slightly reorganised the view drawing order so that when the player view is completely hidden (e.g. if the automap is fullscreen an opaque) the view border is still drawn. Also fixed a very minor issue with the view border not being drawn during the first few frames in a net game.
The automap now considers it's parent window to be the player view window and not the viewport. danij

2007-05-24

20:47 Revision d7e099e5 (github): Translate the automap mask and background texture matrices in response to the automap window position.
danij
17:44 Revision f6130dc0 (github): Fixed automap render path when number of texture units < 2 (Voodoo2?).
danij
16:16 Revision 5d1fb7e9 (github): Fixed the panning issue with the automap mask. We are working in fixed screen space so translation is not necessary.
danij
14:20 Revision 76bacfca (github): Replicate the edge fade effect seen in the original games' automap using multitexturing.
TODO: Still needs a bit of tweaking. Either I'm doing something wrong or DGL_MODULATE_TEXTURE=12 doesn't work as I ex... danij

2007-05-23

14:38 Revision 0a10126a (github): Exposed MultiTexCoord2f and MultiTexCoord2fv via the gamedgl_t interface.
danij
11:16 Revision 9bd44a95 (github): Kill typo gremlin
yagisan
11:15 Revision 482a7250 (github): When making documentation - we are only interested in C/C++/Obj-C
yagisan
00:57 Revision ad8e0ee7 (github): Implemented per-primitive blending mode support in the automap render lists and automap object info database.
Is there a feasible way to provide a public interface to the engine-side render list code? It seems somewhat needless... danij
00:51 Revision 383a13d1 (github): Exported GL_BlendMode() via the Doomsday public API.
danij

2007-05-22

22:48 Revision 377e1f18 (github): Added a new multitexturing environment for a simple modulation of two textures.
skyjake
22:13 Revision 2c323a34 (github): Fix segfault in allocateMapData().
danij
21:55 Revision 312b45c7 (github): Attempt at replicating the effect seen the original Heretic/Hexen automap where map pixels fade out as they near the edges of the window.
Adjusted the parallax layer speed. danij
03:42 Revision 51f38139 (github): When drawing the automap background when set as a texture; draw it onto a parallax scrolling layer like in the original Hexen.
danij

2007-05-21

17:46 Revision 1f4b0254 (github): Implemented a basic clipping method in the automap. Points & vectors vs a (map rotation-independent) bounding box.
danij
13:15 Revision 7b95be55 (github): Changed: Output the ddkey name instead of the ASCII key code in CP_KeyGrabDrawer().
danij
12:46 Revision 282743a2 (github): Fixed: Rendering of blockmap grid was unaware that the map rotated, the blockmap grid lines were clipped to the un-rotated window frame. Instead, expand the frame to the next power of two larger than the longest window dimension within renderGrid().
danij
04:22 Revision ec3cd6d0 (github): Partitioned the members of surface_t related to the surface texture into a new struct material_t. Once the unified texture management model is implemented, we should then refer to a texture in abstract usinf material_t ptrs.
dynlight_t and lumobj_t lists are now linked sequentially using a holding, parent structure (dynnode_t and lumnode_t ... danij

2007-05-20

01:33 Revision b08ef0aa (github): Fixed some minor compilation warnings about type conversions with explicit casts.
danij

2007-05-19

20:43 Revision bbc91d02 (github): Fixed issue with plane glows on twosided middle texture wall segs (lighting was inconsistent with single sided segs).
danij

2007-05-17

10:43 Revision d788e81d (github): Numerous improvements to the map loading code in order to handle common map structure errors (e.g. no longer crashes when trying to load STARGATE.wad). In practice this means that we don't rely on the subsector seg relationship read directly from a map when building the subsectors in sector tables. Instead we determine the relationships manually.
Linedef->Vertex indices are no longer read from the LINEDEFS lump(s). Instead, we determine the segs used for each si... danij
10:42 Revision 4b309ce4 (github): Numerous improvements to the map loading code in order to handle common map structure errors (e.g. no longer crashes when trying to load STARGATE.wad). In practice this means that we don't rely on the subsector seg relationship read directly from a map when building the subsectors in sector tables. Instead we determine the relationships manually.
Linedef->Vertex indices are no longer read from the LINEDEFS lump(s). Instead, we determine the segs used for each si... danij

2007-05-13

20:09 Revision 0a2dd97d (github): Made GL node data a requirement, removed cvar "bsp-build" and all code relating to manual polygonization from the standard node structure.
danij
16:32 Revision 91ddd656 (github): Adjusted the map data object structures to remove some redundancies.
When the automap "show subsectors" cheat is enabled; draw "minisegs" too (note, these are only present in GL node dat... danij
 

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