Activity
From 2013-12-03 to 2013-12-16
2013-12-16
- 21:21 Feature #1680: Quad-buffered GL framebuffer
- I pushed some changes to master that might fix VR mode 13.
@cmbruns: could you test this, please? - 09:35 Feature #1680 (Closed): Quad-buffered GL framebuffer
- Support for VR mode 13 (quad buffered, stereoscopic framebuffer). @GLFramebuffer@ must provide a way to set which bac...
- 21:20 Revision 86d42937 (github): Renderer: Use the left/right stereo swap mode in VR mode 13 (quad-buffered)
- Todo: Test this on actual hardware.
IssueID #1680 - 21:19 Revision ff523976 (github): libgui|GLFramebuffer: Stereo left/right swap mode
- Even though rendering always happens in Canvas’s GL frame buffer,
VR mode 13 should now theoretically work as GLFrame... - 20:42 Revision 771e85b0 (github): Fixed: Build error (non-const references to temporaries)
- 19:45 Bug #1681: Garbled screen build 1080
- > Version: 3.0 Mesa 10.1.0-devel (git-cbe7431 saucy-oibaf-ppa)
> Renderer: Gallium 0.4 on AMD BARTS
We should fir... - 13:07 Bug #1681: Garbled screen build 1080
- 1073 Is the last working version
Forgot to add
This is running ubuntu 13.10 64bit - 12:51 Bug #1681 (Closed): Garbled screen build 1080
- Screenshot of problem attached
dave@theBeast:/usr/bin$ ./doomsday -vv
Application path: /usr/bin/doomsday
Enabled ... - 08:55 Revision 1eb8f988 (github): Changed release type to Candidate for 1.13
2013-12-15
- 21:15 Revision e54eb5de (github): Fixed|CompositeBitmapFont: Inadvertent creation of redundant texture variants
- R_GetPatchInfo should not be used here because obtaining the info
has the side effect of generating a redundant varia... - 17:49 Revision c21797e1 (github): Fixed|libdeng2: Protect HighPerformanceTimer for multithreaded access
- If two threads check the current value of HighPerformanceTimer at
the same time, a race condition could occur. Also, ... - 17:47 Revision c4f614e0 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 17:46 Revision 5ef9c683 (github): Fixed|ResourceSystem: Automatically destroy a Material along with it's MaterialManifest
- Todo: The way this is set up is now somewhat confused. The original
idea was to allow multiple material URIs to resol... - 17:27 Revision 8cb5f828 (github): Fixed: Failed release build
- Goto labels need a statement following them.
- 16:12 Revision 7821ff60 (github): SFX|Audio|Client: Ensure a sample is loaded in a channel before comparing ids
- 15:53 Revision e24c481f (github): Refactor|SFX|Audio|Client: Use de::Log for logging purposes; cleanup
- 13:52 Revision c7a1e7a0 (github): Fixed|UI|GuiWidget: Disabled widgets shouldn’t animate immediately after creation
- If a widget is disabled before its first update, it will not animate
its opacity to visualize the disabled state. Thi... - 13:23 Bug #1679 (Closed): main menu appearing in the loading screens when it shouldn't
- Fixed for the next build.
- 13:23 Revision 0ccfc314 (github): Fixed|UI|All Games: Transition after selection a menu item
- When a new game is started from the Main Menu, the menu is closed
before the map is loaded. Before, this was masked b... - 13:06 Revision 8044fe3a (github): Fixed|Busy Mode: Don’t hold on an obsolete transition frame
- There may be a redundant request to render a transition frame,
however, if one comes some time later, we should respe...
2013-12-14
- 14:39 Revision aae6a422 (github): Refactor|Renderer|Viewport: Represent viewport and viewwindow geometry as de::Rectanglei
- 07:54 Revision 245e41b4 (github): Fixed|Renderer: Fatal error drawing a lit, shiny surface (refactoring oversight)
- 06:32 Revision 1621484b (github): Cleanup
- 04:53 Revision cace0423 (github): ColorPalette: Cleanup
- 04:31 Revision d81da0bf (github): API|Resource: Replaced color palette translation map management
- Palette translation mapping tables are now handled by ColorPalette.
Each palette has it's own set of translations, ea...
2013-12-13
- 21:46 Revision b5e0ff01 (github): Refactor|Resources: Represent image_t dimensions as de::Vector2ui, cleanup
- 16:30 Revision 5a60fccf (github): Refactor|Resources: image_t API cleanup
- 12:51 Bug #1679 (Closed): main menu appearing in the loading screens when it shouldn't
- If one opens and closes the main menu while dead and then restarts the map, the main menu appears in the loading scre...
- 12:35 Bug #1667: Player weapon sounds interrupt "dont_stop" sounds
- I wasn't sure whether this deserves an issue of it's own.
The Cyber Demon's alert sound doesn't seem to play the f... - 08:11 Revision fa00c48c (github): Fixed: Build error and warnings
- The error was a missing ‘typename’ keyword in a template definition.
- 08:00 Revision d9d2560b (github): Cleanup|GL|libgui: Removed EXT_compiled_vertex_array and related code
- This OpenGL extension hasn’t been in use for years and also didn’t
work properly when it was used.
In the future, we... - 01:14 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> Good news, I now have a Rift devkit of my own to play around with.
Awesome news! Welcome to the ...
2013-12-12
- 21:56 Revision 40e27411 (github): Fixed: Build failure (ambiguous conversion of de::Id)
- 21:54 Revision 2f9fb6d6 (github): Fixed: Compiler warnings
- 21:54 Revision ed37dfd0 (github): Fixed|GL|OS X: Don’t fake EXT_compiled_vertex_array
- We should respect what the driver says is supported.
- 21:03 Feature #1678: Optimize stereoscopic pixel formats
- Thanks for the detailed info.
I believe that with minor modifications, the existing classes should be adequate fo... - 19:18 Feature #1636: Support for Oculus Rift
- Good news, I now have a Rift devkit of my own to play around with.
I can address some of the biggest usability iss... - 17:03 Revision f0bf6474 (github): Fixed|ResourceSystem: Clearing material resources on shutdown
- 16:35 Revision 1ba7a3ea (github): Resources: Clear all materials when a new game is loaded
- It is presently necessary to clear all materials from the resource
system when loading a new game.
Todo for later: I... - 01:41 Revision 8c64e8e2 (github): Memory Zone: Removed the now unused PU_REFRESHRAW purge level
- 01:31 Revision 17c67f5d (github): Ring Zero: Announce game resource loading has begun only if there is work to do
- 00:55 Revision 6c220c4b (github): Merge branch 'master' into resourcesystem
- 00:53 Revision fa8c0fe6 (github): Line|Map: Respect logical constness when manipulating Line::Side's shadow count
- 00:30 Revision 17e1de64 (github): Merge branch 'master' into resourcesystem
- Conflicts:
doomsday/client/src/render/rend_fakeradio.cpp - 00:19 Revision 67d35c4e (github): Refactor|ResourceSystem: Use a QHash for raw textures and return a QList of instance pointers
2013-12-11
- 19:13 Revision f79d60fc (github): Performance|Renderer|Refactor: Retain constness in APIs; avoid redundant memory allocs
- It is important not to accidentally lost constness of object
references, particularly when dealing with Qt containers... - 19:00 Feature #1678: Optimize stereoscopic pixel formats
- skyjake wrote:
> If it is required that rendering occurs in the system framebuffer (FBO 0), we could — in VR mode 13... - 18:59 Revision a251db35 (github): Cleanup
- 14:15 Revision f7263cc3 (github): UI|Client: Keep task bar hidden until app startup is complete
- Looks cleaner this way.
- 14:14 Revision 62c53bb6 (github): UI|ToggleWidget: Ensure a disabled toggle’s state can be seen
- The “flipper” of the toggle is now drawn with a larger-than-one
alpha so that it will be opaque even if the widget as... - 14:13 Revision 89a62661 (github): UI|Client: Animate widget opacity when enabling/disabling them
- It is good to avoid abrupt visual changes.
- 12:22 Revision 8f5c5f1d (github): Merge branch 'master' into resourcesystem
- Conflicts:
doomsday/client/src/gl/gl_texmanager.cpp - 08:47 Revision 4a4673df (github): Merge branch 'master' into low-latency-input
- 08:46 Revision 20b5ff12 (github): Fixed|UI: Freeze game for busy mode during “reset”/“texreset”
- It is now required to manually request the drawing of a freeze
frame at the appropriate time before starting busy ope...
2013-12-10
- 19:48 Revision 794144f0 (github): Fixed: Typo
- 19:33 Revision 8e70767e (github): Merge branch 'master' into low-latency-input
- Conflicts:
doomsday/client/include/render/r_main.h
doomsday/client/src/render/r_main.cpp - 17:10 Feature #1678: Optimize stereoscopic pixel formats
- If it is required that rendering occurs in the system framebuffer (FBO 0), we could — in VR mode 13 specifically — re...
- 03:44 Revision 6d2f3994 (github): Renderer: Call Viewports_Register() from RenderSystem
- 03:43 Revision 895b4f7d (github): ResourceSystem: Cleanup
- 03:19 Revision 3a98e536 (github): Renderer: Use de::Vector3<>::xzy(); cleanup
- 01:56 Revision 480a1c84 (github): Fixed|Renderer: Non-functional "texreset raw"
- 01:36 Revision b3afeeb2 (github): ResourceSystem: Cleanup
- 00:10 Revision 0ac7425e (github): Renderer: Cleanup
2013-12-09
- 21:36 Revision 05e308a0 (github): Resources|Cleanup: Removed the now unused resource/models.cpp
- 21:29 Revision de1d624d (github): Merge branch 'master' into resourcesystem
- 21:13 Revision bde72ba4 (github): Merge branch 'master' into resourcesystem
- Conflicts:
doomsday/client/include/dd_pinit.h
doomsday/client/include/de_render.h
doomsday/client/include/render/r_ma... - 17:01 Revision f61611a8 (github): Fixed|X11: Avoid GL error when starting in maximized window
- When starting with a maximized window, X11 sends two window resize
events in a rapid succession. Perhaps the changes ... - 15:47 Revision d6a1636b (github): Refactor|Resources: ResourceSystem has ownership of raw textures
- 11:39 Revision c98375d3 (github): libgui|Client: Canvas needs no depth or stencil (GLFramebuffer has them)
- Since rendering is now occurring in GLFramebuffer, Canvas no longer
needs to have its own depth or stencil buffers.
... - 11:13 Feature #1636: Support for Oculus Rift
- With today's merge of the @gl2-lensflare@ changes back to @oculus-rift@ and @master@, VR mode 13 is probably broken. ...
- 11:12 Feature #1678 (Rejected): Optimize stereoscopic pixel formats
- Support for a stereoscopic GL pixel format, used for instance with NVIDIA 3D Vision. This is implemented currently as...
- 09:53 Revision fcc2b139 (github): Merge branch 'oculus-rift'
- 09:32 Revision ebc1028b (github): Fixed|UI|Client: Squished busy transition frame during animation with sidebar
- The transition frame has been prepared using the full framebuffer
size, so it must be drawn with the same sizing. - 09:31 Revision a8a9cef9 (github): libdeng2|Vector: Added a conversion method to an unsigned int vector
- Also used for a RuleRectangle::sizeui() method.
- 08:15 Revision dfbf6ed1 (github): libgui|GLTarget: Blit only relevant buffer contents
- Copying stencil or depth is usually not needed, so changed the
default blit attachments to just Color.
2013-12-08
- 21:59 Revision b76d2657 (github): Cleanup
- 21:58 Revision 56985bcb (github): Refactor|Renderer: Represent viewer origin points and vectors with de::Vector<>
- 17:48 Revision 1e2b8199 (github): Refactor: Moved old UI font selection to ui_main.cpp/h; cleanup
- 17:17 Revision e8d105a5 (github): Refactor: Continued dismantling the old "refresh" subsystem
- 14:01 Revision 96f89c87 (github): Cleanup
- 12:22 Revision 3713e997 (github): Fixed|Renderer|FX: Drawing the post-processed result frame
- The sizing was not correct with the sidebar. Also, respect the
current target size, as it may be bigger than the wind... - 11:10 Revision 74256a99 (github): Renderer: Re-enabled old flare/halo rendering code
- The new flares are not quite ready yet, and besides they can coexist
with the old code.
2013-12-07
- 22:39 Revision 2c29bd04 (github): Fixed|Stereo 3D: Warning about double to float conversion
- 22:39 Revision 0a9016ab (github): Windows|Fixed|libgui: Initial GLInfo and entrypoints setup
- First get entrypoints, then query extensions.
- 21:51 Revision 1157709d (github): Windows|Fixed: Various build errors (missing exports, name conflicts)
- 16:54 Revision ba87e9c8 (github): Fixed|OS X|qmake: Library directory for libintl
- 16:30 Revision 84312e98 (github): Fixed|X11: Fetching OpenGL entrypoints (wrong name)
- 14:26 Revision 917ea1f9 (github): EntityDatabase|World: Throw an error if an expected map entity property value is missing
- Occurred when attempting to load a "DOOM in Hexen" format map in DOOM.
- 14:21 Revision 73e2e8c0 (github): Sprite|Resources: Added support for sprites with 16 view angle rotations
- Emulate ZDoom's sprite frame rotation naming extension and duplication
behavior to support sprites with up to 16 disc... - 12:33 Revision 8b6f020d (github): libgui: Clear GLFramebuffer when inited/resized
- Canvas will always use GLFramebuffer as the framebuffer.
- 10:58 Revision e8e50216 (github): Fixed|Refactor|Renderer: Use GLState for color mask, fixed drawing issues
- Addressed GL state and drawing issues with various combinations of
FSAA, VR mode, and postfx. - 10:55 Revision bab850fd (github): libgui|GLState: Added color mask
- 06:06 Revision 6ccfbfd0 (github): ResourceSystem|Optimize: Store temporary auto-generated SpriteDefs in a QHash; cleanup
- Previously an in-place O(n) algorithm was used to ensure only one
sprite definition is generated for a given name. - 02:37 Revision 6e9d0136 (github): Refactor|ResourceSystem: Moved mobj visualization resource selection out of ResourceSystem
- Sprite and model selection logic is now handled by Mobj_Sprite() and
Mobj_ModelDef() respectively. Sprite radius calc...
2013-12-06
- 19:30 Revision 6fc7c869 (github): libgui|GL: Perform multisampling with renderbuffers
- With OpenGL 2.1, the only way to render into a texture with
multisampling is to use OpenGL extensions.
GLFramebuffer... - 17:48 Revision 74de24ca (github): ResourceSystem: Cleanup prepared GL texture release
- 17:17 Revision 920c7600 (github): Texture|Resources: Ensure any prepared GL texture is released on Texture::Variant deletion
- 16:55 Revision b15406e8 (github): ResourceSystem: Always respect the cacheGroups argument when caching materials
- 13:46 Revision f5c5bb2b (github): ResourceSystem: Cleaned up the material cache queue
- 09:40 Revision 297df8c3 (github): Fixed|OS X|qmake: Library directory for libintl
2013-12-05
- 21:16 Revision 3ad58ed6 (github): libdeng2|Observers: Allow using Loop from a const object
- 21:15 Revision 613aa0a2 (github): Fixed|UI|Client: Drawing game content for transition frame
- 20:50 Revision 06127468 (github): libgui|Canvas: Initialize GLInfo
- 18:52 Feature #1677 (New): Square particle shape (option, as alternative to round particles)
- The default shape for particles in Dday is a circle.
However, if users turn off OpenGL filtering, that circular sh... - 18:26 Revision 17072444 (github): Refactor|GL|Client: Use libgui’s GLInfo instead of sys_opengl
- Available extensions and OpenGL limits come now from libgui.
Also cleaned up old/dead code from sys_opengl. - 18:26 Revision 8065cbfd (github): libdeng2: Added ceilPow2
- 18:26 Revision a72cef7f (github): libgui: Added GLInfo, moved extensions and limits from client
- Moved/improved old code from sys_opengl for checking OpenGL
extensions.
Extensions are now referred to by their offi... - 17:26 Feature #1676 (Closed): FluidSynth for Windows
- Just wanted to get this into the tracker, as right now there is no support for .sf2 soundfonts in Windows builds of D...
2013-12-04
- 20:35 Revision ab174623 (github): libgui|Canvas: Print supported OpenGL version to log
- The information comes from Qt.
- 20:19 Feature #1675 (Closed): Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
- Use QOpenGLFunctions to select a particular OpenGL version (3.3).
Qt 5.4 introduces new OpenGL classes for modern ... - 17:54 Revision bef2c51a (github): UI|Client|Stereo 3D: BusyWidget shouldn’t be among the composited widgets
- In Oculus Rift mode, the UI compositor is scaled down. If the busy
widget is also included in the compositor, it mean... - 16:52 Revision 701789ec (github): ResourceSystem: Return interned texture specs by const pointer/reference
- Also added a convenience header for Sprite.
- 15:37 Revision ead1ecd4 (github): ResourceSystem: Improved material and texture search APIs
- 15:20 Revision f78ac1e7 (github): Resources: Cleanup
- 15:13 Revision 69de1399 (github): ResourceSystem: Cleanup texture search API
- 14:25 Revision 13bb407b (github): Resources: Cleanup
- 14:14 Revision 97f5de3d (github): ResourceSystem: Cleanup material search API
- 13:33 Revision 5140981e (github): ResourceSystem: Model and ModelDef searches return references
- 08:47 Revision 7cb37862 (github): OS X|FluidSynth: Bundle the latest found version of gettext
- 08:41 Revision 0c7ffe41 (github): Fixed|UI|libdeng2|Stereo 3D: Allow enabling UI composition during busy mode
- Fixes an issue where the display would remain black after launching
straight into a map with -g and -warp options.
A... - 08:29 Revision 910ac37b (github): Fixed|UI|Client: Handle sidebar in the UI compositor update
- When the compositor is enabled or disabled, all the relevant widgets
must be moved to the correct parent. - 08:19 Revision dcb6687b (github): Fixed|Renderer|FX: Update GL viewports for post-processing shader
- Fixes the problem where the sidebar editor would cause the view to
appear squished. - 07:59 Revision 1f4a458c (github): OS X|FluidSynth: Bundle the latest found version of gettext
2013-12-03
- 21:16 Revision ebe89dca (github): Renderer|FX: Added API and todos for light source visibility marking
- 21:15 Revision be28e9ec (github): Renderer|FX: Disabled the test light
- 20:53 Revision 8d5c1582 (github): UI|Client: Use GLFramebuffer when rendering busy transition frame
- 14:22 Revision 278dde17 (github): Refactor|Renderer|libgui: Added GLTarget::AlternativeBuffer
- This is a utility for temporarily switching to an alternative
attachment. - 09:40 Revision c9853952 (github): Refactor|Model: Cleanup
- 08:57 Revision 9e012a9e (github): Renderer|Models: Use an alternative depth buffer for 3D psprites
- It is unacceptable to clear the depth buffer for 3D psprites as that
would remove the depth information required for ... - 08:00 Revision 3b665127 (github): Merge branch 'master' into gl2-lensflare
- 07:37 Revision 4a355182 (github): Refactor|Renderer|FX: Use GLFramebuffer for post-processing
- GLFramebuffer handles the required depth/stencil texture.
- 06:12 Revision 7375ae79 (github): Renderer|Client: Cleanup
- 05:55 Revision 789816ac (github): Resources: Removed resource/models.cpp; renamed resource/models.h
- Also added a convenience header for ModelDef.
- 05:31 Revision 4e590672 (github): Model: Fix model aspect-correct scaling; cleanup
- All shared global resource instances are now owned by ResourceSystem.
Everything appears to be working as expected. A... - 04:08 Revision 640b178d (github): Refactor|Model: Cleanup
- 03:46 Revision 380c111e (github): Refactor|Model: Integrated model resource file loading more deeply
- 03:17 Revision 01fa7a27 (github): Refactor|Resources: Use ResourceSystem to locate model resources
- Now builds without error. Testing begins...
- 03:02 Revision ecc52f01 (github): Refactor|Resources: Moved model resource loading into Model
- 01:42 Revision cefb9ad7 (github): Refactor|Resources: Began relocation of model resources into ResourceSystem
- Note this is very much a wip and does not build yet.
- 00:43 Revision 49281b5a (github): Refactor|Resources: Preparing to move the model collection into ResourceSystem
- 00:08 Revision 7356734c (github): Refactor: Renamed gl/gl_model.h/cpp as resource/model.h/cpp respectively
- A "Model" is more of a resource than a GL-domain component. Such a
resource may be contain GL components (e.g., prepa...
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