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From 2013-11-04 to 2013-11-17

2013-11-17

22:25 Revision d00ca4d3 (github): Renderer|FX: Working on basic lens flare shader rendering
Trying to get a simple white quad to appear on screen. This is not
quite working yet.
skyjake
22:23 Revision 15de061b (github): Renderer|FX: Added a convenience method for accessing GLShaderBank
skyjake
22:22 Revision 9f99a1a0 (github): Refactor|GL: Moved 3D projection matrix to its own function
skyjake
22:21 Revision 9fb12ad5 (github): libdeng2|Vector: Added a method for xzy swapping
skyjake
15:10 Revision 8e402596 (github): Console|Resources|Client: Applied rich formatting to "listmaterials" output; cleanup
danij
13:57 Revision 20a5b2ac (github): Refactor|Resources: Hide internal resource collection mechanics at API level
danij
12:36 Revision 67b00b7c (github): Console|Resources|Client: Applied rich formatting to "listtextures" output; cleanup
danij
10:33 Revision 310a45de (github): Console|Resources|Client: Applied rich formatting to "inspecttexture" output
danij
09:16 Revision 9a21921a (github): Server: Fix build (no qtgui, thus no QColor)
danij
08:54 Revision f2b01e43 (github): Console|Resources|Client: Applied rich formatting to "listfonts" output
danij
06:54 Revision 9cf72abb (github): ColorPalette: Cleanup
Also added a convenient method to convert a color from the palette
to a QColor instance.
danij
06:23 Revision be776c42 (github): Refactor|ColorPalette: Extracted ColorTableReader from ColorPalette
danij
03:35 Revision 0fd493a3 (github): Typos
danij
03:08 Revision e351b4fd (github): ResourceSystem|Client: Observe ColorPalette::ColorTableChange
When the color table changes we need to schedule texture updates. danij
02:50 Revision d8cfa8dc (github): Refactor|Resources: ResourceSystem has ownership of color palettes
danij

2013-11-16

22:26 Revision fe74d700 (github): Refactor|Resources: Began remodeling ColorPalette management
danij
09:53 Revision ed5af01d (github): Refactor|ColorPalette|Resources: Translated ColorPalette to C++
danij
09:41 Revision 1265ad8e (github): Client|libdeng2: Replaced use of glFrustum with Matrix4::frustum()
In the long run, we must stop using OpenGL matrix functions as they
are not present in GLES.
skyjake
06:11 Revision dffd3728 (github): Refactor|Resources: Removed 's' suffix from animgroups.cpp/h
danij
06:01 Revision 5d9c3ffd (github): ResourceSystem: Cleanup
danij
05:37 Revision ac652618 (github): Refactor|Resources: ResourceSystem has ownership of animation groups
danij
03:27 Revision ffeee152 (github): Refactor|Resources: Moved rest of r_data.cpp to api_resource.cpp; cleanup
danij
02:18 Revision 595957d4 (github): Refactor: ResourceSystem has ownership of the Materials collection
TODO: Clear the necessary resource schemes on engine reset/game load. danij
00:54 Revision c15c6b0a (github): BitmapFont|Client: Cleanup
danij
00:27 Revision 0f552c3f (github): BitmapFont|Client: Fixed inverted glyph geometry
danij
00:09 Revision aa658567 (github): Documentation|Fonts|Textures: Minor apidoc cleanup
danij

2013-11-15

23:29 Revision 407b71ad (github): FontManifest|Client: Cleanup
danij
23:17 Revision 4862b082 (github): Cleanup|Fonts|Client: Cleanup
danij
23:07 Revision 0c5991a4 (github): Refactor|Fonts|Client: Superficial generalization of Fonts resource collection components
These components are (now) very similar to those used by the other
resource collections (i.e., Materials and Textures...
danij
22:46 Revision 8df8fd3e (github): Fonts|Client: The Fonts collection now operates only with AbstractFonts
danij
22:43 Revision 59b84f28 (github): libgui|GLBuffer: Added vertex formats with more texture coordinates
skyjake
22:42 Revision 6584f1c8 (github): Refactor|Fonts|Client: Moved linked-definition clearing from Fonts to ResourceSystem
It is no longer necessary to implement this logic with the resource
collection itself.
danij
22:32 Revision dba57b31 (github): Cleanup
skyjake
22:23 Revision 6cd880b5 (github): Fonts|Resources|Client: Relocated API documentation to more appropriate places
danij
19:54 Revision 9ee0af2a (github): Renderer|FX: Added some API documentation
skyjake
19:53 Revision b1a0552b (github): Renderer: Added an interface for point light sources
skyjake
14:27 Revision 6964e8ad (github): Amethyst: Imported latest library files
skyjake
14:12 Revision 614a8c6e (github): Console: Improved output after invalid use of command arguments
The message can be more specific as to what was the problem. skyjake
12:14 Revision 03ce79a7 (github): Documentation|Console: Help for “postfx”
skyjake
11:48 Revision 46f4f844 (github): Renderer|FX|Console: Animation duration is optional for “postfx”
Also printing more log messages from fx::PostProcessing. skyjake
11:46 Revision afe89149 (github): Fixed|libgui|GLProgram: Rebuilding a program
The state of the GLProgram was not properly updated when its was
rebuilt. The existing uniform bindings are retained,...
skyjake
11:31 Feature #1362: Smoothing of dynlights & halos
I would like to debate what the default should be; smoothing or no smoothing. I.e should it be a flag to enable smoot... vermil
11:07 Bug #1664 (Closed): Modal UI dialogs "flash" to indicate required input when pressing the shift key
skyjake
11:03 Revision 10c60ab2 (github): Merge branch 'master' into resourcesystem
danij
10:59 Revision afc6483d (github): Fonts|Resources|Console: Reinstated Font resource search commands; cleanup
danij
10:26 Revision 34cedf0f (github): Refactor|FontManifest|FontScheme: Applied pimpl idiom; cleanup
danij
10:05 Revision 6978d775 (github): Refactor|Fonts|Resources|Client: Split up fonts.cpp/h; added convenience headers
danij
09:53 Revision bf039d45 (github): Fixed|DialogWidget: Modal dialog should not flash when Shift pressed
As far as the UI is concerned, Shift and other modifiers should not
be considered actionable input.
skyjake
09:53 Revision 61e50ace (github): Fixed|DialogWidget: Modal dialog should not flash when Shift pressed
As far as the UI is concerned, Shift and other modifiers should not
be considered actionable input.
skyjake
09:30 Revision d0f6f716 (github): Renderer|FX: Monochrome shaders for frame post-processing
“fx.post.monochrome.inverted” replicates the original Doom
invulnerability effect.
skyjake
09:29 Revision 5fd6348c (github): Renderer|FX|Console: Added cmd ‘postfx’ for setting the post-processing shader
The ‘postfx’ command can start a shader fade-in animation, or fade
out the current shader. Each console is treated se...
skyjake
09:27 Revision 2f1db96f (github): Renderer|FX: Post-processing animations
There is now a queue of animation tasks in fx::PostProcessing, for
fading shaders in and out.
skyjake
09:26 Revision c78cf163 (github): libgui|GLProgram: Rebuilding the program forces update of uniforms
skyjake
09:19 Revision 775efc3e (github): Builder|OS X|Fixed: Detecting OS X 10.9 (log filenames)
skyjake
08:15 Revision 2740cbbd (github): Font Renderer|Client: Font id=0 is never used so don't search
Evidently the game HUD drawer repeatedly attempts to set the current
font with id #0, resulting in a performance issu...
danij
07:48 Revision 7597bcea (github): Fonts|Resources|Client: Fixed BitmapFont::glInit() and "runtime" font scheme clearing
danij
07:26 Revision bf96265b (github): Fonts|Resources|Client: Removed unnecessary dependencies
danij
07:10 Revision d0d211ac (github): Refactor|Fonts|Resources|Client: Continued remodeling Fonts collection
Now builds without error. Testing begins... danij
05:54 Revision 66ce9a3f (github): Refactor|Fonts|Resources|Client: Continued remodeling Fonts collection
Note that it does not yet build and is presently a rather messy... danij

2013-11-14

23:45 Bug #1664 (Closed): Modal UI dialogs "flash" to indicate required input when pressing the shift key
Upon pressing the shift key in a focused text entry widget within the modal dialog should not cause said dialog to "f... danij
23:32 Revision de7f9f0e (github): Debug|Map Renderer|Client: Investigating further vertex color clamping issues
danij
23:07 Revision 33fc1570 (github): Qt 4.7|Client: Fixed Qt 4.7 compatibility (no foreach with QVarLengthArray)
danij
18:21 Revision c388eadb (github): Cleanup
skyjake
18:20 Revision 5aa73869 (github): Documentation: Description of LensFx
skyjake
18:15 Revision 8bde4654 (github): Refactor|Renderer: Post-processing is now a console effect
fx::PostProcessing will cause the frame to be rendered to a texture,
which will then be drawn to the normal target wh...
skyjake
16:01 Revision ca95681d (github): Client|Added: Frame post-processing effect as part of LensFx
This hard-coded test shader flips the frame upside down. skyjake
16:00 Revision fc0dd45f (github): libgui: GLES2 preprocessor definition; colorless makeQuad
skyjake
15:59 Revision 57e234d5 (github): libgui: Resizing a GLTarget
Internally, this will replace attached texture contents using the
same image format as was used previously. Render bu...
skyjake
11:18 Feature #1663 (New): Replace game-side color filter / special effect with LensFx
The game-side color filters and other special effects (e.g., invulnerability) should be done using LensFx and shaders... skyjake
11:15 Feature #1662 (Closed): Refactor camera lens effects
All engine-side camera lens effects (color filter, vignette, lens flares) should be handled in one place. This will a... skyjake
11:10 Revision 191b2b7f (github): Client: Removed the “rend-info-tris” cvar
IssueID #723 skyjake
11:08 Bug #723 (Closed): "rend-info-tris" broken
I've removed rend-info-tris from the client. In the future, calculating this needs to be done at libgui/@GLBuffer@ le... skyjake
09:25 Feature #1654 (Closed): [VR] Displaying the 2D UI within a 3D view
Crosshair moved to the game's HUD layer. skyjake
03:37 Revision 488563ec (github): Refactor|Fonts|Resources|Client: Split up more Fonts collection logic
danij
01:53 Revision d9922a84 (github): Refactor|AbstractFont|Resources|Client: Relocated more functionality out of AbstractFont
danij
01:51 Revision 5fdd9d19 (github): Refactor|GL|Client: Updated use of GL_DrawRect()
danij

2013-11-13

20:36 Revision cd53124d (github): Refactor|Fonts|Resources|Client: Continued remodeling the Fonts collection
danij
18:03 Revision 0938c980 (github): Cleanup|Fonts|Resources|Client: Cleanup
danij
17:06 Revision 0d1e452b (github): Refactor|Fonts|Resources|Client: Continued revising bitmap font representation
danij
14:44 Revision 308c43f8 (github): Cleanup
skyjake
14:17 Revision d95b8216 (github): Refactor|Fonts|Resources|Client: Continued updating bitmap implementation to use libdeng2 components
danij
13:12 Revision c812b9ab (github): Cleanup
Using de::Shared. skyjake
13:09 Revision da1161c7 (github): libdeng2: Added template for creating shared, reference-counted objects
de::Shared automatically creates and destroys the shared payload type
when acquiring and releasing references to the ...
skyjake
03:18 Revision 4ffb3491 (github): Add oculus libraries line for Mac. Still get RTTI related link errors
C Bruns
03:14 Revision 149c5c63 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
C Bruns

2013-11-12

21:12 Revision aa098ef1 (github): Renderer: Added console effect for lens flares
fx::LensFlares instances use a shared data instance for common GL
resources: texture atlas for flare images and a sha...
skyjake
19:57 Revision ff1f6ffa (github): Refactor|Renderer: Object-oriented camera lens effects
Added ConsoleEffect classes for the color filter and vignette. skyjake
14:33 Revision 07ca3fac (github): Renderer: Added stub for camera lens effects
cameralensfx is (will be) responsible for frame post-processing and
overlaid effects such as color filter, vignette, ...
skyjake
13:12 Revision d1ad10f0 (github): Refactor|libcommon: Unified view port drawing, moved crosshair to HUD layer
Also, in Oculus Rift mode, don’t assume that automap covers the full
view.
skyjake
13:11 Revision fc170c4c (github): Refactor|libcommon: Unified view port drawing, moved crosshair to HUD layer
Also, in Oculus Rift mode, don’t assume that automap covers the full
view.
skyjake
13:07 Revision 4fb0bad9 (github): Refactor|Renderer: Separated view border from player 3D view layer
For future reasons: the main 3D layer could go through a shader for
effects.
skyjake
10:12 Revision ab9625fe (github): Refactor|Client|Server: Split client-specific code from r_main.cpp
Most of r_main.cpp is client-specific, so all of that was moved to
render/viewports.cpp.
skyjake
08:05 Feature #1657 (Closed): Oculus Rift field-of-view angle
skyjake
03:37 Feature #1657: Oculus Rift field-of-view angle
skyjake wrote:
> The correct FOV angle is a crucial part of Oculus Rift rendering:
> * Create a mechanism for maint...
cmbruns
03:47 Feature #1636: Support for Oculus Rift
skyjake wrote:
> To close #1636 I think we'll still need to address:
>
> * Appropriate 2D UI projection (in #1655...
cmbruns
03:18 Revision ac6fe9f5 (github): Default rend-vr-rift-fovx to computed value.
cmbruns
03:16 Revision 7bfd9dd3 (github): Populate VR::riftState during loadRiftParams()
Finally computing correct rift field of view during loadRiftParams()
Remove CVAR rend-vr-rift-aspect in favor of VR::...
cmbruns

2013-11-11

22:42 Bug #613: [InFine] Inadvertent background animation
I forgot that Doom2 Map20's intermission text background is also an animating flat. Given Doom is a higher priority t... vermil
10:53 Feature #1600: Drop Snowberry
In practice, it is quite a lot of work to replicate all of Snowberry's features in Doomsday. However, every day Snowb... skyjake
10:41 Feature #1654: [VR] Displaying the 2D UI within a 3D view
The current status is that the player's HUD layer, also containing the game menu, is drawn to a texture that can then... skyjake
10:39 Feature #1655 (Closed): Offscreen UI composition
Marking this as completed: @CompositorWidget@ can be used as the parent anywhere in the widget tree to create a compo... skyjake
10:34 Bug #1659 (In Progress): Crash when loading a save game of Ultimate Doom
skyjake
09:06 Bug #1661 (New): [Deathkings] Bad behavior of object in lift (mobj hitbox overlap)
http://tracker.skyjake.fi/issues/869
Splitting off the other issue from this report that I missed that I was suppo...
vermil
00:31 Revision 8cb79fa3 (github): Refactor Rift barrel shader to take uniform parameters from new VR::riftState instance.
cmbruns

2013-11-10

22:11 Bug #1660: Player start near wall leads to misplaced player
Both Vanilla Doom and GZDoom correctly spawn the player on the starting spot (and hence inside the map). vermil
22:08 Bug #1660 (New): Player start near wall leads to misplaced player
http://www.doomworld.com/idgames/index.php?id=6714
The player1 start on Map11 of this wad is next to a diagonal wa...
vermil
21:02 Revision 2548c5f0 (github): Kludge to avoid path find error crash from latest update.
cmbruns
20:20 Revision 3e5017b4 (github): Merge branch 'oculus-rift' into gl2-lensflare
skyjake
20:20 Revision 253da69f (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
20:15 Revision f18e71ab (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
cmbruns
20:15 Revision d0953e9d (github): Refactor|Renderer: Draw HUD layer as a separate pass
The HUD layer is now drawn as a separate pass. Drawing of the view
HUD layer is now done from GameUIWidget, which mea...
skyjake
20:15 Revision 949d3a84 (github): Failed to even start setting warp shader uniform parameters.
cmbruns
20:05 Revision f46de54f (github): Fixed|Client: Don’t try to update root in busy mode
The busy mode currently uses a separate UI root. skyjake
18:25 Revision 7d19505a (github): UI|Client|Task Bar: Responsive layout (rudimentary)
Applied a simple method of making the task bar’s layout responsive,
based on the space left for the command line.
Th...
skyjake
18:12 Revision 1a82f6a2 (github): UI|Client: Only use offscreen composition with Oculus Rift
skyjake
15:13 Revision e9782b14 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
cmbruns
13:34 Revision 09853c32 (github): Stereo 3D|Client: Oculus Rift mode projects composited UI as smaller
The window can now tell the UI compositor how to project the composited
view. The default is the entire view area.
skyjake
13:33 Revision 946887be (github): Fixed|Stereo 3D: Update viewport for the high-res Rift frame buffer
skyjake
13:24 Revision 0d99555d (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
13:23 Revision 99cf08cf (github): Homepage|Build Repository: Source code packages now available in the repository
Doomsday Source code packages produced by the auto builder are now
made available from the build repository.
As usua...
danij
12:52 Revision b7f75d78 (github): Merge branch 'master' into oculus-rift
skyjake
12:52 Revision 6d4375a6 (github): Fixed|Client: Build error and a warning
According to ISO C++, enums cannot be forward-declared. skyjake
11:11 Revision 4043e831 (github): Refactor|AbstractFont|Resources|Client: Removed obsolete fonttype_t
danij
10:45 Revision a300d1b0 (github): Refactor|CompositeBitmapFont|Client: Applied pimpl idiom; cleanup
danij
10:27 Revision 0f3190d9 (github): Builder: Include source tarball in RSS/XML feeds
In the XML feed, the source package uses the platform identifier
"source".
skyjake
10:17 Revision d91ec88c (github): Refactor|BitmapFont|Client: Applied pimpl idiom; cleanup
danij
09:57 Revision e351b5a3 (github): Builder: Cleanup
skyjake
09:50 Revision 4f2cc2ff (github): Refactor|Fonts|Client: Renamed font components following deng naming conventions
danij
09:42 Revision 2141c06c (github): Refactor|Fonts|Client: Added convenience headers for font components
danij
09:28 Revision 5a945749 (github): Refactor|Fonts|Client: Relocated font components to new source files
danij
09:10 Revision 677f2605 (github): Refactor|Fonts|Client: Completed initial C++ translation of (composite) bitmap fonts
Todo: Cleanup. danij
08:23 Revision c3ff0e89 (github): Refactor|Fonts|Client: Began cleanup of (composite) bitmap fonts
Obviously the ultimate goal here is a representation which can be
integrated with/on-top-of de::Font in libgui. I won...
danij
03:53 Revision 1ac294c0 (github): Refactor|ResourceSystem|Fonts|Client: Cleanup of Font resource management continues
danij
02:44 Revision 1c2a92ca (github): Refactor|Server|ResourceSystem: The server does not need a Fonts collection
The collection is no longer initialized and no logical Font resources
are instantiated on server side (Font definitio...
danij
02:24 Revision d96a1fbb (github): Refactor|Fonts|Resources: Continued overhauling the Fonts resource collection
Now builds and links. Printing/querying of font resources from the
console is presently disabled (todo).
danij
01:16 Revision 3ee51a46 (github): Refactor|Fonts|Resources: Began overhauling the Fonts resource collection
Note that it does not build yet. Still lots more work to do... danij
01:15 Revision f0f3d5de (github): Refactor|ResourceSystem|Client|Server: ResourceSystem has ownership of the Fonts collection
danij

2013-11-09

22:27 Revision eaf3a678 (github): Merge branch 'oculus-rift' into gl2-lensflare
skyjake
22:26 Revision 48330bcf (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
22:26 Revision 05c32b14 (github): Merge branch 'master' into oculus-rift
Manually merged the added glColorMask push/pop during sky drawing.
Conflicts:
doomsday/client/src/render/rend_list.cpp
skyjake
22:10 Revision 31361e49 (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
22:01 Revision cd981115 (github): Refactor|Fonts|Resources: Minor Fonts collection cleanup
danij
21:22 Revision e4039541 (github): Builder|Pilot: After binary build, package the source
The source package will be included in the signed files and will then
be published to SourceForge. The source package...
skyjake
21:04 Revision 4603d576 (github): Builder|Debian|Ubuntu: Set a fixed build number in the build rules
By default the rules are set to build for today's number, but a packaged
source should use a fixed build number.
skyjake
21:01 Bug #1659 (Closed): Crash when loading a save game of Ultimate Doom
Attached the save game file that crashes the game. I have no clue whether the file is corrupted or not, but loading i... krnowak
20:37 Revision d45a473b (github): Fixed|Builder|Debian|Ubuntu: Version number of source package
The Debian convention is that a version number suffix is used for the
Debian-specific version number and it is not pa...
skyjake
18:57 Revision e4c43e28 (github): Builder|Debian|Ubuntu: Create a source package and upload it to Launchpad
After putting together a tarball, also create a Debian source package
and upload it to a Launchpad PPA (ppa:sjke/doom...
skyjake
15:50 Revision 10800cc3 (github): Merge branch 'master' of ssh://git.code.sf.net/p/deng/code into builder-src-package
skyjake
15:04 Revision a40b31c3 (github): Builder: Cleanup
skyjake
14:58 Revision 99ba5989 (github): Builder: Added autobuild command to package the source tarball
The tarball is then copied to the build directory.
Next: Publish .tar.gz files.
skyjake
08:20 Revision 9a235120 (github): Refactor|Client|Server: Relocated most of r_data.cpp into ResourceSystem
danij
06:54 Revision 0667e799 (github): Refactor|Client|Server: ResourceSystem has ownership of ResourceClasses
danij
06:22 Revision c5d40b73 (github): Merge remote-tracking branch 'remotes/origin/master' into resourcesystem
danij
06:17 Revision 71b5676c (github): Refactor|Client|GL: Use GL2 filter/wrap identifiers for (tiled) Patch drawers
danij
06:07 Revision 9c68439a (github): Refactor|Client|Server: Initialize ResourceSystem; take ownership of de::Textures
danij
05:09 Revision 72ae2cba (github): Added: ResourceSystem (stub)
danij
05:06 Revision 13454a68 (github): Add command for loading VR parameters (IPD & aspect) from Oculus Rift SDK
Add CVAR for whether to automatically load VR parameters from SDK
But don't load field of view, because result does n...
cmbruns
04:38 Revision c0c753bb (github): Started branch for resource system refactoring
The goal of the 'resourcesystem' branch is to establish a framework
for all resource system components including Mate...
danij
03:53 Revision 164ad04b (github): Added hooks for maintaining separate Rift/non-Rift field of view (see below)
CVAR rend-camera-fov always represents the current field of view, whether in Rift mode or not (so culling can work co... cmbruns
02:09 Revision f343501d (github): Refactor|Client|GL: Use GL2 filter/wrap identifiers with unmanaged textures
danij
01:40 Feature #1646: Stereo 3D enhancements
eunbolt wrote:
> Still waiting on a new model format in doomsday before it can be used.
Bear in mind that there is ...
danij
01:29 Feature #1646: Stereo 3D enhancements
I have just started making a doomguy model (will have displacement, ambient occlusion, normals, and specular maps) so... eunbolt
01:23 Revision e8d4e8c4 (github): Fix build (missing headers)
danij
01:13 Revision d9b9cd3d (github): Refactor|Client|GL: GLTextureUnit uses GL2 filter/wrap identifiers; relocated
danij

2013-11-08

06:32 Revision ecb5eb31 (github): Client|Map Renderer: Cleanup
danij
06:29 Revision c9bf885f (github): Fixed|Client|Map Renderer: Various GL state mismanagement issues
Changes to the GL state made during drawAllLists() (rend_main.cpp)
are now explicitly reverted when the relevant draw...
danij
04:04 Revision d43756b3 (github): Stereo 3D|Client: Expose rend-vr-hud-distance as a CVAR, and set its default to 20 (map units)
cmbruns
04:00 Revision 0950aefc (github): Client|Map Renderer: Explicitly revert all GL state changes made in DrawList::draw()
danij
02:57 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Minor sidetrack with good news for owners of nvidia 3D vision systems:
>
> On a whim I requested...
danij
02:33 Feature #1636: Support for Oculus Rift
Minor sidetrack with good news for owners of nvidia 3D vision systems:
On a whim I requested a stereo OpenGL conte...
cmbruns
02:42 Revision 44d9d7d6 (github): Request a stereo OpenGL context in clientwindow.cpp, so rend-vr-mode 13 could work.
cmbruns
02:28 Revision 8c16bab8 (github): Debug|Client|DrawList|Map Renderer: Trying to make sense of DrawMode <> draw list relationship
danij
02:02 Revision 7fd8f161 (github): Refactor|Client|Map Renderer: Relocated draw list GL state setup into DrawList
This setup should presently be done internally within DrawList. danij
01:02 Revision 3edf36db (github): Cleanup|Client|MaterialSnapshot|Map Renderer: Minor MaterialSnapshot cleanup
danij
00:05 Revision 6816d2d5 (github): Fixed|Client|Map Renderer: Further vertex color clamping fixes; cleanup
danij

2013-11-07

23:19 Revision a2d62743 (github): Fixed|Client|Map Renderer: Rend_AttenuateLightLevel() returns values > 1.f
The rest of the map renderer expects [0..1] normalized light levels. danij
22:55 Revision 8527700b (github): Refactor|Client|Map Renderer: Began dismantling/remodeling GLTextureUnit
This component does not make sense in its current form. danij
20:01 Feature #1658: Automatic port forwarding (UPnP/NAT-PMP/PCP)
BRisa (http://brisa.garage.maemo.org/) looks useful. danij
10:05 Feature #1658 (New): Automatic port forwarding (UPnP/NAT-PMP/PCP)
To facilitate running servers behind local internet gateways (routers, NAT, etc.), Doomsday should take advantage of ... skyjake
05:16 Revision e6f1c34f (github): Refactor|Client|GLTextureUnit|Map Renderer: Removed property GLTextureUnit::blendMode
danij
04:26 Revision f6001699 (github): Refactor|Client|Map Renderer: Removed the old "RTU map" mechanism
Now that we have an object-oriented interface to the draw lists this
sort of a mechanism is no longer useful.
danij
02:42 Revision bdd6a90a (github): Client|Map Renderer: Continued remodeling draw list specification/draw-state management
Explicitly specify per-primitive GL draw state change properties at
DrawList::write() time, rather than copying them ...
danij

2013-11-06

22:46 Revision 8e58d706 (github): Client|Map Renderer: Began remodeling draw list specification/draw-state management
danij
18:48 Revision c4937af9 (github): Merge branch 'master' into gl2-drawlists
danij
18:44 Revision 0c9e9398 (github): Refactor|Client: RenderSystem has ownership of renderer/renderer-appearance settings
danij
18:24 Revision 695300fe (github): Refactor|Client|Map Renderer: Relocated RL_RenderAllLists() to rend_main.cpp
There is no longer any real benefit in separating this from the rest
of the map renderer logic.
danij
18:17 Revision 22a1cc0d (github): Client|Map Renderer: Cleanup
danij
18:03 Revision ae664d02 (github): Refactor|Map Renderer: RenderSystem has ownership of the primary geometry buffer
danij
17:49 Revision d17e0f39 (github): Refactor|Client|Map Renderer|DrawLists: Clear/reset draw lists and vertex buffer from RenderSystem
Also store a pointer to the vertex buffer internally within DrawList. danij
17:12 Revision fe63c036 (github): Refactor|Client|Map Renderer: Split NormalGeom into two separate groups
danij
11:49 Revision 83a61256 (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into oculus-rift
skyjake
11:49 Revision ad44ce86 (github): UI|Client: Working on the busy mode transition
Todo: To make this work correctly, the untransformed UI content needs
to be frozen at the window level.
skyjake

2013-11-05

14:15 Feature #1646: Stereo 3D enhancements
One artistic challenge in the "resource pack" category might be 3D weapon models. The Team Fortress 2 developers chos... cmbruns
14:06 Revision 6d192975 (github): Fixed|libdeng2: Partially notifying a widget tree
When notifying a widget tree and stopping halfway, one has to make
sure the appropriate pre/post notifications still ...
skyjake
14:06 Revision 3e69a4c3 (github): UI|AboutDialog: Changed date format to use system locale
skyjake
14:03 Revision e4153bf5 (github): GL|CompositorWidget: Adjusting blending for offscreen composition
The crucial thing is how the alpha channel information is written
in the render target. Normally this can be ignored,...
skyjake
14:00 Revision 6598bd83 (github): Stereo 3D: Added GPL banner
skyjake
14:00 Revision 9e95b49c (github): UI|AboutDialog: Changed date format to use system locale
skyjake
12:53 Revision 32dc142f (github): Fixed|VR: Use correct macro to register a change callback
skyjake
10:57 Feature #1655 (In Progress): Offscreen UI composition
skyjake
08:13 Feature #1655: Offscreen UI composition
Currently implemented in the "oculus-rift" branch. The remaining missing detail is appropriate alpha blending for the... skyjake
08:11 Feature #1655 (Closed): Offscreen UI composition
Doomsday's UI framework needs to have the ability to flatten a widget tree into an offscreen buffer (such as a GL tex... skyjake
08:36 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> We should think about which tasks need to be accomplished to close this issue (#1636), and which sh...
skyjake
08:35 Feature #1657 (Closed): Oculus Rift field-of-view angle
The correct FOV angle is a crucial part of Oculus Rift rendering:
* Create a mechanism for maintaining or restoring ...
skyjake
08:19 Feature #1656 (Closed): UI for VR / Oculus Rift config
If an Oculus Rift is available, the UI should show appropriate settings to configure it. Other VR settings should als... skyjake
08:05 Feature #1654 (Closed): [VR] Displaying the 2D UI within a 3D view
In a 3D VR environment, Doomsday's and the games' 2D UI elements must be displayed differently. For instance, for Ocu... skyjake
05:19 Revision 45bbbc2e (github): Merge pull request #6 from cmbruns/oculus-rift
Oculus rift skyjake
04:53 Revision 9f493cba (github): Client|Map Renderer: Cleanup
danij
04:09 Revision 860746a9 (github): Refactor|Client|Map Renderer: Updated RL_RenderAllLists() to use DrawLists; cleanup
TODO: Redesign DrawList specification/"RTU map" stuff.
TODO: Revise plane geometry generation to build tristrips.
TOD...
danij
04:04 Revision a6782e6d (github): Refactor|Client|Map Renderer: Updated all drawing to use DrawLists
danij
04:02 Revision 39ac6fba (github): Client|Map Renderer: Began dismantling of the old render lists module
danij
03:55 Revision 9c2ee909 (github): Client: Added RenderSystem
Presently this merely acts as the owner of the DrawLists. danij
03:50 Revision 71795d3d (github): Client|Map Renderer: Added DrawLists
Encapsulates DrawList management. danij
03:49 Revision e2c75aed (github): Client|Map Renderer: Added DrawList
Provides a drawable list of buffered GL primitives/or GL commands. danij
01:20 Revision 8628ae26 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
Conflicts:
doomsday/client/src/ui/vrcontenttransform.cpp
cmbruns

2013-11-04

23:22 Feature #1636: Support for Oculus Rift
Thanks for the detailed explanation of which values can/should be obtained from the SDK. The fact that an effective F... danij
23:19 Feature #1636: Support for Oculus Rift
skyjake wrote:
> > offscreen render buffers
>
> I've got [offscreen render buffers] mostly working.
That's gre...
cmbruns
22:15 Feature #1636: Support for Oculus Rift
danij wrote:
> If the FOV provided from the Oculus SDK is not treated as an absolute then of what benefit is there t...
cmbruns
20:51 Feature #1636: Support for Oculus Rift
> offscreen render buffers
I've got this mostly working. The situation in the oculus-rift branch is that I've hard...
skyjake
19:56 Feature #1636: Support for Oculus Rift
skyjake wrote:
> danij wrote:
> > Are we saying that VR is so exceptional that by default we shouldn't honour the F...
danij
19:45 Feature #1636: Support for Oculus Rift
danij wrote:
> Are we saying that VR is so exceptional that by default we shouldn't honour the FOV of the original g...
skyjake
18:59 Feature #1636: Support for Oculus Rift
I agree with the intention. However I disagree with the method. Field-of-view in a cinematic sense is a matter of art... danij
18:55 Feature #1636: Support for Oculus Rift
danij wrote:
> Why should we allow the Rift SDK to override the field-of-view?
I believe the Rift should determin...
skyjake
18:37 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Speaking of field-of-view, I'm currently setting the field-of-view to 110 degrees when the player a...
danij
16:11 Feature #1636: Support for Oculus Rift
danij wrote:
> I suspect the reason this is so jarring in the Rift is because the change from fullscreen viewport to...
cmbruns
15:58 Feature #1636: Support for Oculus Rift
skyjake wrote:
> > offscreen render buffers
>
> I agree this would be useful...
One advantage of such an offsc...
cmbruns
13:19 Feature #1636: Support for Oculus Rift
> offscreen render buffers
I agree this would be useful. After taking a closer look I concluded that the only reas...
skyjake
20:54 Revision a0aaa4c7 (github): UI|Client: Drawing the game UI in the GameUIWidget
skyjake
20:09 Revision 7f66d94b (github): Cleanup
skyjake
18:47 Revision 090a3e36 (github): Client: Added CompositorWidget, testing it in ClientWindow
CompositorWidget uses a texture target for all its children.
ClientWindow is now set up to use a compositor for ever...
skyjake
18:31 Revision d22f97ac (github): Client|Cleanup: Apply revised GLTarget active rectangle
skyjake
18:26 Revision 27bc0a18 (github): Refactor|libgui: Moved the active rectangle from GLState to GLTarget
GLTarget is a more appropriate place for specifying which portion
of the target should be used for all operations. It...
skyjake
18:23 Revision 371e0f4d (github): Fixed|libdeng2: Partially notifying a widget tree
When notifying a widget tree and stopping halfway, one has to make
sure the appropriate pre/post notifications still ...
skyjake
 

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