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From 2010-05-21 to 2010-06-03

2010-06-01

00:01 Revision f29453bb (github): Removed M_DrawShadowedChar - no longer necessary as M_DrawTextFragmentShadowed can be used instead.
danij

2010-05-31

20:08 Revision aa73a583 (github): Fixed another buffer overflow in what was WI_DrawParamText... This function needs a complete rewrite.
Added a default leading argument to GL_DrawText and fixed leading calculation to use the actual height of the last dr... danij
17:06 Revision be3b366f (github): Added: InFine command "font" (handle) (font) specify the font to use by name.
Changed: InFine command "linehgt" - line height is now interpreted as a percentage of the actual height of font rathe... danij
01:25 Revision d01154c6 (github): Refactored composite font character drawing:
* Now uses a display list per-glyph with the left and top offsets inherited from the patch applied to glymp's origin ... danij

2010-05-30

23:58 Revision 109c0719 (github): Moved composite font character drawing out of gl_drawpatch and into gl_drawcompositefont in preparation for more radical changes.
danij
23:25 Revision a108f25a (github): Split the skillmode flags for mapspots out of the flags member and into a seperate variable. Made the skillmode requirement for mapspots unique, so that e.g., SM_BABY and SM_EASY are not considered the same skillmode (this logic has been moved to the interpretation stage in dpWadMapConverter).
danij
21:15 Revision e0c83ecf (github): Do not scale the modelview matrix in GL_DrawVectorGraphic if scale == 1
danij
21:13 Revision 283ddc5c (github): Moved vector graphic drawing into the engine.
Refactored vector graphic and composite font registration to allow updating existing resources. danij
18:05 Revision 39f10494 (github): Refactored the interface for vector graphic drawing in preparation for moving into the engine.
danij
01:46 Revision edc0aec0 (github): Minor tweak to the side shadow darkness calculation in fakeradio.
danij

2010-05-29

03:04 Revision 7c275b4e (github): Clean up.
danij
03:04 Revision 2d34f4da (github): Fix line endings.
danij
02:38 Revision a2312d7e (github): Moved composite font Text drawing into the engine (just a simple code migration).
Todo:
* Refactor drawing to use an atlus and display lists.
* Refactor registration/declaration to use DED.
danij

2010-05-28

23:19 Revision c955a326 (github): Resolve conflicts with previous commit.
danij
23:14 Revision 96493b9d (github): Reimplemented the Text shadow effect used in the menu in order to eliminate references to the menu in gl_drawcompositefont.c
gl_drawcompositefont.c is now ready for intergration into the engine. Initially, I'll move a copy of gl_drawpatch.c i... danij
05:02 Revision 46251a0b (github): Reimplemented the Text glitter effect used in the menu in order to eliminate references to the menu in gl_drawcompositefont.c
Todo: Do exactly the same for the shadow effect. danij
00:20 Revision 58b8ea21 (github): Moved global typeInTime into gl_drawcompositefont. Clean up.
danij

2010-05-27

23:53 Revision dc774c89 (github): Tweaked an error message in R_GetPatchInfo (invalid arguments).
Added a verbose comment in R_PrecachePatch (unknown Patch). danij
23:43 Revision 4f8140c2 (github): Make use of the GLTexture by-name search to remove the use of lump indicies for unique identification in R_RegisterAsPatch.
danij
23:10 Revision 046cd92b (github): Completed switchover to logical patch identifiers instead of lump indicies.
Next step: Remove the use of lump indicies for the purpose of identification in R_RegisterAsPatch (the search key sho... danij
21:59 Revision 4cdce9f0 (github): Dispensed with the extraOffset members of spritetex_t and patchtex_t by making the border (size) property a member of gltexture_inst_t.
danij
19:00 Revision cc75e878 (github): Continuing work on refactoring the texture load pipeline:
* Separated the texture instance flags from the material load flags - they serve different purposes and should not be... danij
15:35 Revision be35b979 (github): Fix missing call to precacheFontCharacterPatch in R_InitFont.
danij

2010-05-23

11:34 Revision 2cd1bca9 (github): Further clean up of the composite font drawing in preparation for the more extensive changes needed for accurate calculation of the visible dimensions of formatted Text blocks.
danij
03:39 Revision e5063af9 (github): Further fix to the interpretation of break directives in paramater Text blocks.
danij
03:37 Revision 97028cfb (github): Modified the Amplify algorithm to ignore masked pixels when calculating the max value.
GLTexture_Prepare was not converting hires patches to monochrome if set.
Todo: Rewrite the conversion stage of GLTex...
danij

2010-05-22

22:41 Revision 1fb4b1c3 (github): Began clean up of GL_DrawText in preparation for implementing a proper visible dimension calculator for Text.
* Split the paramater block parsing out of GL_DrawText.
* Added drawtextstate_t and separated initialization and call...
danij
21:34 Revision 0b5fa1f6 (github): Added a couple of comments to gl_drawcompositefont.h explaining the terms Text and Text fragment in the context of this API.
danij
21:26 Revision 9b3df05a (github): Moved patch drawing methods out of hu_stuff and into gl_drawpatch Renamed all patch drawing methods swapping the prefix M_ for GL_
danij
18:05 Revision 2d7133d7 (github): Couple of minor fixes to type-in effect selection in the menu.
danij
17:52 Revision 12bac7c3 (github): Removed garbage code in gl_drawcompositefont.c
danij
17:50 Revision fad4c056 (github): Completed next phase of the game-side 2D drawing clean up:
* Split the text drawing out of hu_stuff and into gl_drawcompositefont
* Renamed all text drawing methods swapping th...
danij
15:25 Revision c29258a0 (github): Created M_DrawTextFragmentShadowed and reworked Heretic's IN_DrawTime to call it. Replaced all calls to Heretic's IN_DrawNumber with calls to M_DrawTextFragmentShadowed. Removed IN_DrawNumber.
danij

2010-05-21

18:08 Revision 0b8cfdd4 (github): Added All games: Sequential cycling of player weapons using next/prev until the current weapon is fully lowered (for example, if the player owns weapons one through four and four is currently readied; cycling the previous weapon three times in quick succession will select weapon one without). Added "Sequential" item to the Weapons option menu. Added cvar "player-weapon-cycle-sequential".
danij
14:48 Revision dfe7653c (github): Fixed sharpview reset was being done in R_SetupFrame, meaning that if multiple viewports were in effect only the first drawn would ever snap to the sharp position after a fixed 35hz tic.
danij
14:45 Revision 43a4985b (github): Changed All games: Allow camera players to move almost twice as fast as non-camera players when "running".
danij
07:17 Revision 13e6367b (github): Changed: When loading sprites add an additonal 1-pixel border around the graphic which is then scaled and clipped out at render time. This addresses various GL filtering issues where a sprite contains color information in the edge texels.
danij
05:19 Revision 63b078a3 (github): Changed: Implemented GL_ScaleBufferNearest; a nearest neighbor image scaling algorithm for use with tiny graphics (w*h < 16) rather than hq2x. The hq2x algorithm can do nothing to help graphics this small and better results can be obtained with the simple nearest neighbor algorithm.
danij
02:47 Revision 691bc6fb (github): Changed: Do not disable the ColorOutlines algorithm on Patches loaded with the Upscale and Sharpen filter applied (defer until after the upscale).
danij
02:05 Revision be9eb346 (github): Replaced the global patchinfo_t structs in the DOOM64 intermission with patchid_t
danij
02:01 Revision 4060437c (github): Updated the DOOM64 intermission to use the GF_SMALL font.
danij
01:27 Revision 5544a4fe (github): Fixed Pause graphic offset again.
danij
01:27 Revision 11236c31 (github): Changed DOOM: Draw all owned keys on the statusbar if not cvar "hud-keys-combine" (e.g., if the player owns both the Blue Keycard and the Blue Skull they will both be drawn in slot 1).
danij
00:24 Revision de9001ea (github): Various changes to the processing of Patches loaded with the Upscale and Sharpen/Monochrome filters:
* If applying both, defer Monochrome until after the Indexed+A to RGBA translation. Doing it the other way around we ... danij
 

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