Activity
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. - 22:23 Revision 15de061b (github): Renderer|FX: Added a convenience method for accessing GLShaderBank
- 22:22 Revision 9f99a1a0 (github): Refactor|GL: Moved 3D projection matrix to its own function
- 22:21 Revision 9fb12ad5 (github): libdeng2|Vector: Added a method for xzy swapping
- 15:10 Revision 8e402596 (github): Console|Resources|Client: Applied rich formatting to "listmaterials" output; cleanup
- 13:57 Revision 20a5b2ac (github): Refactor|Resources: Hide internal resource collection mechanics at API level
- 12:36 Revision 67b00b7c (github): Console|Resources|Client: Applied rich formatting to "listtextures" output; cleanup
- 10:33 Revision 310a45de (github): Console|Resources|Client: Applied rich formatting to "inspecttexture" output
- 09:16 Revision 9a21921a (github): Server: Fix build (no qtgui, thus no QColor)
- 08:54 Revision f2b01e43 (github): Console|Resources|Client: Applied rich formatting to "listfonts" output
- 06:54 Revision 9cf72abb (github): ColorPalette: Cleanup
- Also added a convenient method to convert a color from the palette
to a QColor instance. - 06:23 Revision be776c42 (github): Refactor|ColorPalette: Extracted ColorTableReader from ColorPalette
- 03:35 Revision 0fd493a3 (github): Typos
- 03:08 Revision e351b4fd (github): ResourceSystem|Client: Observe ColorPalette::ColorTableChange
- When the color table changes we need to schedule texture updates.
- 02:50 Revision d8cfa8dc (github): Refactor|Resources: ResourceSystem has ownership of color palettes
2013-11-16
- 22:26 Revision fe74d700 (github): Refactor|Resources: Began remodeling ColorPalette management
- 09:53 Revision ed5af01d (github): Refactor|ColorPalette|Resources: Translated ColorPalette to C++
- 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. - 06:11 Revision dffd3728 (github): Refactor|Resources: Removed 's' suffix from animgroups.cpp/h
- 06:01 Revision 5d9c3ffd (github): ResourceSystem: Cleanup
- 05:37 Revision ac652618 (github): Refactor|Resources: ResourceSystem has ownership of animation groups
- 03:27 Revision ffeee152 (github): Refactor|Resources: Moved rest of r_data.cpp to api_resource.cpp; cleanup
- 02:18 Revision 595957d4 (github): Refactor: ResourceSystem has ownership of the Materials collection
- TODO: Clear the necessary resource schemes on engine reset/game load.
- 00:54 Revision c15c6b0a (github): BitmapFont|Client: Cleanup
- 00:27 Revision 0f552c3f (github): BitmapFont|Client: Fixed inverted glyph geometry
- 00:09 Revision aa658567 (github): Documentation|Fonts|Textures: Minor apidoc cleanup
2013-11-15
- 23:29 Revision 407b71ad (github): FontManifest|Client: Cleanup
- 23:17 Revision 4862b082 (github): Cleanup|Fonts|Client: Cleanup
- 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... - 22:46 Revision 8df8fd3e (github): Fonts|Client: The Fonts collection now operates only with AbstractFonts
- 22:43 Revision 59b84f28 (github): libgui|GLBuffer: Added vertex formats with more texture coordinates
- 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. - 22:32 Revision dba57b31 (github): Cleanup
- 22:23 Revision 6cd880b5 (github): Fonts|Resources|Client: Relocated API documentation to more appropriate places
- 19:54 Revision 9ee0af2a (github): Renderer|FX: Added some API documentation
- 19:53 Revision b1a0552b (github): Renderer: Added an interface for point light sources
- 14:27 Revision 6964e8ad (github): Amethyst: Imported latest library files
- 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.
- 12:14 Revision 03ce79a7 (github): Documentation|Console: Help for “postfx”
- 11:48 Revision 46f4f844 (github): Renderer|FX|Console: Animation duration is optional for “postfx”
- Also printing more log messages from fx::PostProcessing.
- 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,... - 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...
- 11:07 Bug #1664 (Closed): Modal UI dialogs "flash" to indicate required input when pressing the shift key
- 11:03 Revision 10c60ab2 (github): Merge branch 'master' into resourcesystem
- 10:59 Revision afc6483d (github): Fonts|Resources|Console: Reinstated Font resource search commands; cleanup
- 10:26 Revision 34cedf0f (github): Refactor|FontManifest|FontScheme: Applied pimpl idiom; cleanup
- 10:05 Revision 6978d775 (github): Refactor|Fonts|Resources|Client: Split up fonts.cpp/h; added convenience headers
- 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. - 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. - 09:30 Revision d0f6f716 (github): Renderer|FX: Monochrome shaders for frame post-processing
- “fx.post.monochrome.inverted” replicates the original Doom
invulnerability effect. - 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... - 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. - 09:26 Revision c78cf163 (github): libgui|GLProgram: Rebuilding the program forces update of uniforms
- 09:19 Revision 775efc3e (github): Builder|OS X|Fixed: Detecting OS X 10.9 (log filenames)
- 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... - 07:48 Revision 7597bcea (github): Fonts|Resources|Client: Fixed BitmapFont::glInit() and "runtime" font scheme clearing
- 07:26 Revision bf96265b (github): Fonts|Resources|Client: Removed unnecessary dependencies
- 07:10 Revision d0d211ac (github): Refactor|Fonts|Resources|Client: Continued remodeling Fonts collection
- Now builds without error. Testing begins...
- 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...
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...
- 23:32 Revision de7f9f0e (github): Debug|Map Renderer|Client: Investigating further vertex color clamping issues
- 23:07 Revision 33fc1570 (github): Qt 4.7|Client: Fixed Qt 4.7 compatibility (no foreach with QVarLengthArray)
- 18:21 Revision c388eadb (github): Cleanup
- 18:20 Revision 5aa73869 (github): Documentation: Description of LensFx
- 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... - 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.
- 16:00 Revision fc0dd45f (github): libgui: GLES2 preprocessor definition; colorless makeQuad
- 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... - 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...
- 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...
- 11:10 Revision 191b2b7f (github): Client: Removed the “rend-info-tris” cvar
- IssueID #723
- 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...
- 09:25 Feature #1654 (Closed): [VR] Displaying the 2D UI within a 3D view
- Crosshair moved to the game's HUD layer.
- 03:37 Revision 488563ec (github): Refactor|Fonts|Resources|Client: Split up more Fonts collection logic
- 01:53 Revision d9922a84 (github): Refactor|AbstractFont|Resources|Client: Relocated more functionality out of AbstractFont
- 01:51 Revision 5fdd9d19 (github): Refactor|GL|Client: Updated use of GL_DrawRect()
2013-11-13
- 20:36 Revision cd53124d (github): Refactor|Fonts|Resources|Client: Continued remodeling the Fonts collection
- 18:03 Revision 0938c980 (github): Cleanup|Fonts|Resources|Client: Cleanup
- 17:06 Revision 0d1e452b (github): Refactor|Fonts|Resources|Client: Continued revising bitmap font representation
- 14:44 Revision 308c43f8 (github): Cleanup
- 14:17 Revision d95b8216 (github): Refactor|Fonts|Resources|Client: Continued updating bitmap implementation to use libdeng2 components
- 13:12 Revision c812b9ab (github): Cleanup
- Using de::Shared.
- 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 ... - 03:18 Revision 4ffb3491 (github): Add oculus libraries line for Mac. Still get RTTI related link errors
- 03:14 Revision 149c5c63 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
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... - 19:57 Revision ff1f6ffa (github): Refactor|Renderer: Object-oriented camera lens effects
- Added ConsoleEffect classes for the color filter and vignette.
- 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, ... - 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. - 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. - 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. - 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. - 08:05 Feature #1657 (Closed): Oculus Rift field-of-view angle
- 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... - 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... - 03:18 Revision ac6fe9f5 (github): Default rend-vr-rift-fovx to computed value.
- 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::...
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...
- 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...
- 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...
- 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...
- 10:34 Bug #1659 (In Progress): Crash when loading a save game of Ultimate Doom
- 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... - 00:31 Revision 8cb79fa3 (github): Refactor Rift barrel shader to take uniform parameters from new VR::riftState instance.
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).
- 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... - 21:02 Revision 2548c5f0 (github): Kludge to avoid path find error crash from latest update.
- 20:20 Revision 3e5017b4 (github): Merge branch 'oculus-rift' into gl2-lensflare
- 20:20 Revision 253da69f (github): Merge branch 'oculus-rift' into low-latency-input
- 20:15 Revision f18e71ab (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
- 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... - 20:15 Revision 949d3a84 (github): Failed to even start setting warp shader uniform parameters.
- 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.
- 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... - 18:12 Revision 1a82f6a2 (github): UI|Client: Only use offscreen composition with Oculus Rift
- 15:13 Revision e9782b14 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
- 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. - 13:33 Revision 946887be (github): Fixed|Stereo 3D: Update viewport for the high-res Rift frame buffer
- 13:24 Revision 0d99555d (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 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... - 12:52 Revision b7f75d78 (github): Merge branch 'master' into oculus-rift
- 12:52 Revision 6d4375a6 (github): Fixed|Client: Build error and a warning
- According to ISO C++, enums cannot be forward-declared.
- 11:11 Revision 4043e831 (github): Refactor|AbstractFont|Resources|Client: Removed obsolete fonttype_t
- 10:45 Revision a300d1b0 (github): Refactor|CompositeBitmapFont|Client: Applied pimpl idiom; cleanup
- 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". - 10:17 Revision d91ec88c (github): Refactor|BitmapFont|Client: Applied pimpl idiom; cleanup
- 09:57 Revision e351b5a3 (github): Builder: Cleanup
- 09:50 Revision 4f2cc2ff (github): Refactor|Fonts|Client: Renamed font components following deng naming conventions
- 09:42 Revision 2141c06c (github): Refactor|Fonts|Client: Added convenience headers for font components
- 09:28 Revision 5a945749 (github): Refactor|Fonts|Client: Relocated font components to new source files
- 09:10 Revision 677f2605 (github): Refactor|Fonts|Client: Completed initial C++ translation of (composite) bitmap fonts
- Todo: Cleanup.
- 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... - 03:53 Revision 1ac294c0 (github): Refactor|ResourceSystem|Fonts|Client: Cleanup of Font resource management continues
- 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... - 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). - 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...
- 01:15 Revision f0f3d5de (github): Refactor|ResourceSystem|Client|Server: ResourceSystem has ownership of the Fonts collection
2013-11-09
- 22:27 Revision eaf3a678 (github): Merge branch 'oculus-rift' into gl2-lensflare
- 22:26 Revision 48330bcf (github): Merge branch 'oculus-rift' into low-latency-input
- 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 - 22:10 Revision 31361e49 (github): Merge branch 'oculus-rift' into low-latency-input
- 22:01 Revision cd981115 (github): Refactor|Fonts|Resources: Minor Fonts collection cleanup
- 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... - 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. - 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...
- 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... - 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... - 15:50 Revision 10800cc3 (github): Merge branch 'master' of ssh://git.code.sf.net/p/deng/code into builder-src-package
- 15:04 Revision a40b31c3 (github): Builder: Cleanup
- 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. - 08:20 Revision 9a235120 (github): Refactor|Client|Server: Relocated most of r_data.cpp into ResourceSystem
- 06:54 Revision 0667e799 (github): Refactor|Client|Server: ResourceSystem has ownership of ResourceClasses
- 06:22 Revision c5d40b73 (github): Merge remote-tracking branch 'remotes/origin/master' into resourcesystem
- 06:17 Revision 71b5676c (github): Refactor|Client|GL: Use GL2 filter/wrap identifiers for (tiled) Patch drawers
- 06:07 Revision 9c68439a (github): Refactor|Client|Server: Initialize ResourceSystem; take ownership of de::Textures
- 05:09 Revision 72ae2cba (github): Added: ResourceSystem (stub)
- 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... - 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... - 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...
- 02:09 Revision f343501d (github): Refactor|Client|GL: Use GL2 filter/wrap identifiers with unmanaged textures
- 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 ... - 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...
- 01:23 Revision e8d4e8c4 (github): Fix build (missing headers)
- 01:13 Revision d9b9cd3d (github): Refactor|Client|GL: GLTextureUnit uses GL2 filter/wrap identifiers; relocated
2013-11-08
- 06:32 Revision ecb5eb31 (github): Client|Map Renderer: Cleanup
- 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... - 04:04 Revision d43756b3 (github): Stereo 3D|Client: Expose rend-vr-hud-distance as a CVAR, and set its default to 20 (map units)
- 04:00 Revision 0950aefc (github): Client|Map Renderer: Explicitly revert all GL state changes made in DrawList::draw()
- 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... - 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... - 02:42 Revision 44d9d7d6 (github): Request a stereo OpenGL context in clientwindow.cpp, so rend-vr-mode 13 could work.
- 02:28 Revision 8c16bab8 (github): Debug|Client|DrawList|Map Renderer: Trying to make sense of DrawMode <> draw list relationship
- 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.
- 01:02 Revision 3edf36db (github): Cleanup|Client|MaterialSnapshot|Map Renderer: Minor MaterialSnapshot cleanup
- 00:05 Revision 6816d2d5 (github): Fixed|Client|Map Renderer: Further vertex color clamping fixes; cleanup
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.
- 22:55 Revision 8527700b (github): Refactor|Client|Map Renderer: Began dismantling/remodeling GLTextureUnit
- This component does not make sense in its current form.
- 20:01 Feature #1658: Automatic port forwarding (UPnP/NAT-PMP/PCP)
- BRisa (http://brisa.garage.maemo.org/) looks useful.
- 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 ...
- 05:16 Revision e6f1c34f (github): Refactor|Client|GLTextureUnit|Map Renderer: Removed property GLTextureUnit::blendMode
- 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. - 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 ...
2013-11-06
- 22:46 Revision 8e58d706 (github): Client|Map Renderer: Began remodeling draw list specification/draw-state management
- 18:48 Revision c4937af9 (github): Merge branch 'master' into gl2-drawlists
- 18:44 Revision 0c9e9398 (github): Refactor|Client: RenderSystem has ownership of renderer/renderer-appearance settings
- 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. - 18:17 Revision 22a1cc0d (github): Client|Map Renderer: Cleanup
- 18:03 Revision ae664d02 (github): Refactor|Map Renderer: RenderSystem has ownership of the primary geometry buffer
- 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.
- 17:12 Revision fe63c036 (github): Refactor|Client|Map Renderer: Split NormalGeom into two separate groups
- 11:49 Revision 83a61256 (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into oculus-rift
- 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.
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...
- 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 ... - 14:06 Revision 3e69a4c3 (github): UI|AboutDialog: Changed date format to use system locale
- 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,... - 14:00 Revision 6598bd83 (github): Stereo 3D: Added GPL banner
- 14:00 Revision 9e95b49c (github): UI|AboutDialog: Changed date format to use system locale
- 12:53 Revision 32dc142f (github): Fixed|VR: Use correct macro to register a change callback
- 10:57 Feature #1655 (In Progress): Offscreen UI composition
- 08:13 Feature #1655: Offscreen UI composition
- Currently implemented in the "oculus-rift" branch. The remaining missing detail is appropriate alpha blending for the...
- 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...
- 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... - 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 ... - 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...
- 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...
- 05:19 Revision 45bbbc2e (github): Merge pull request #6 from cmbruns/oculus-rift
- Oculus rift
- 04:53 Revision 9f493cba (github): Client|Map Renderer: Cleanup
- 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... - 04:04 Revision a6782e6d (github): Refactor|Client|Map Renderer: Updated all drawing to use DrawLists
- 04:02 Revision 39ac6fba (github): Client|Map Renderer: Began dismantling of the old render lists module
- 03:55 Revision 9c2ee909 (github): Client: Added RenderSystem
- Presently this merely acts as the owner of the DrawLists.
- 03:50 Revision 71795d3d (github): Client|Map Renderer: Added DrawLists
- Encapsulates DrawList management.
- 03:49 Revision e2c75aed (github): Client|Map Renderer: Added DrawList
- Provides a drawable list of buffered GL primitives/or GL commands.
- 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
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...
- 23:19 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> > offscreen render buffers
>
> I've got [offscreen render buffers] mostly working.
That's gre... - 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... - 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... - 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... - 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... - 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...
- 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... - 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... - 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... - 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... - 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... - 20:54 Revision a0aaa4c7 (github): UI|Client: Drawing the game UI in the GameUIWidget
- 20:09 Revision 7f66d94b (github): Cleanup
- 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... - 18:31 Revision d22f97ac (github): Client|Cleanup: Apply revised GLTarget active rectangle
- 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... - 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 ...
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