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From 2013-11-06 to 2013-11-19

2013-11-19

23:36 Revision e846b9b2 (github): Refactor|Resources: Renamed resource/sprites.h; cleanup
danij
21:56 Revision e32f4be2 (github): Refactor|Resources: Moved sprites to ResourceSystem
danij
18:40 Revision e00f4f16 (github): Merge branch 'oculus-rift' of ssh://github.com/skyjake/Doomsday-Engine into oculus-rift
skyjake
18:35 Revision 841c23bb (github): Fixed|libgui|Windows: Missing exports
skyjake
17:57 Revision 88bacf61 (github): Merge branch 'oculus-rift' of ssh://Architecture.local/Users/jaakko/Projects/deng into oculus-rift
skyjake
11:49 Revision a0a3c517 (github): Fixed|Windows|Client|GL: Order of includes
skyjake
10:52 Revision 8d66a20a (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into oculus-rift
skyjake
10:46 Revision 1d7f146a (github): Cleanup: SDL is no longer needed (except for joystick and SDL_mixer)
skyjake
10:43 Revision 1b7834b9 (github): Fixed|Unix|GL: Fetching GL entrypoints
When linking against libGL, only OpenGL 1.x functionality is available.
Later versions of the API (as well as extensi...
skyjake
08:02 Revision e2b65aea (github): Fixed|qmake: Warning about missing header files
The convenience headers DrawList(s) were not using the correct case. skyjake
04:24 Revision 88e221ee (github): Avoid confusing segfault in Ubuntu linux
cmbruns
03:34 Revision e604bb1d (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
cmbruns

2013-11-18

21:06 Revision 97cca147 (github): UI|Busy Mode|Client: Removed additional UI root for busy mode
Busy mode now uses the same widget tree as the normal UI, meaning
that the task bar, notifications, and other game-un...
skyjake
21:04 Revision b090591d (github): UI|Client: Buttons and line editors can be disabled
skyjake
21:03 Revision a0559b5f (github): Refactor|libdeng2|Widgets: Checking for behavior flags in ancestors
Both the ‘Hidden’ and ‘Disabled’ flags are inherited from parents. skyjake
20:03 Revision c58a798d (github): Busy Mode: Drawing game widgets to texture for busy transition
Instead of grabbing a screenshot, which unavoidably is already
affected by VR transforms, we will now render the game...
skyjake
18:23 Revision 45e1ae85 (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into low-latency-input
skyjake
18:17 Revision 2c0c73c5 (github): Merge branch 'master' into oculus-rift
skyjake
18:16 Revision e2b089ea (github): Renderer|FX|LensFlares: Drawing a white quad
Next: texturing. skyjake
17:50 Revision 5528f3d1 (github): Refactor|RenderSystem: Moved the shader bank to RenderSystem, added renderer.pack
Shaders, appearance profiles, and other rendering-related files will
now be collected into “renderer.pack”.
The GLSh...
skyjake
17:10 Revision 8d7b84cb (github): Renderer|FX|LensFlares: Aspect correction in view space
Calculate the appropriate view unit vector. This is dependent on the
GL viewport.
skyjake
15:59 Revision 314e57a2 (github): Renderer|FX: Added missing model-view transformation in fx::LensFlares
Duh, the projection alone isn’t enough… skyjake
15:55 Revision d8c8b73b (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into oculus-rift
skyjake
14:07 Revision 12441fc2 (github): Refactor|Resources: Cleaned up Sprite resource building
danij
04:01 Revision 9176ccf2 (github): Refactor|Resources: Continued remodeling sprite resource management
danij
02:56 Revision 22cb9836 (github): Refactor|Resources: Began remodeling Sprite resource management
danij

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
11:03 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

23:32 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
11:10 Revision 191b2b7f (github): Client: Removed the “rend-info-tris” cvar
IssueID #723 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
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

00:31 Revision 8cb79fa3 (github): Refactor Rift barrel shader to take uniform parameters from new VR::riftState instance.
cmbruns

2013-11-10

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
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
01:23 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
02:42 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
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
 

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