| Commit | Date | |
|---|---|---|
|
[r12665]
by
dan_w
Changing the default optimization level from 3 back to 2, as -O3 makes vegaserver segfault. |
2010-02-28 08:03:34 | Tree |
|
[r12664]
by
hellcatv
fixed problems with stale picked lights surviving both jumping (causing memory corruption) and light deletion (causing _llights to be 'owned' by more than one entity |
2010-02-28 07:28:31 | Tree |
|
[r12663]
by
dan_w
Added #define NOMINMAX before all "#include <windows.h>" lines, to prevent VCC producing min() and max() macros. |
2010-02-28 03:02:22 | Tree |
|
[r12662]
by
dan_w
Got rid of all occurrences (or at least those grep was able to find) of "using namespace std", and replaced them with target specific directives, such as using std::vector; using std::string; using std::endl... A mystery remains with navcomputer.cpp, which works without using namespace std, even though it shouldn't. It's probably getting it from a header file; but I don't know which. |
2010-02-27 20:32:02 | Tree |
|
[r12661]
by
dan_w
Sorry, I had a bug in the ambientmapped_simple.fp shader. Fixed. Plus, I finished fixing the low end -simple techniques' vertex shaders. Yellow and white ships and flickery planets should be fixed for good now. |
2010-02-27 16:29:03 | Tree |
|
[r12660]
by
dan_w
Fixed problem of yellow ships and flickering planets, at least for a high shader (nicest) user setting; probably not yet for default setting. Also fixed mistakes I introduced for lights 2 through 7 (per-vertex lights) in highend.vp and default.vp. |
2010-02-27 15:38:56 | Tree |
| 2010-02-27 12:43:34 | Tree | |
|
[r12658]
by
safemode
fix unit changes chuck made. Apparently the vegaserver defines were root of the problem that led to the changes being reversed |
2010-02-27 12:41:10 | Tree |
| 2010-02-27 12:16:53 | Tree | |
| 2010-02-27 12:11:19 | Tree |