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[r12682] by dan_w

Here's about 1/3 of all the warnings from cmake squashed. WARNING: There were/are many BUGS which I could not properly fix; namely variables that were declared without initialization, then initialize inside some conditionals or cases but not others, and subsequently used. In 90% of the cases I initialized them to zero, or to 0.0f, or to enum Ok, etceteras; but this NEEDS attention from someone more familiar with the code. Check the diffs. Many files like that. Warnings from the collision library were made to shut up with a pragma. They rely on sizeof(float)==sizeof(int) and (int&)float(0.0f)==int(0), which happens to be true, currently, with AMD athlons and compatible cpu's. Terribly incorrect library, tho.

2010-03-07 07:44:48 Tree
[r12681] by dan_w

Removed obsolete cubemap texture transfer debugging messages.

2010-03-05 03:43:29 Tree
[r12680] by hellcatv

remove needless debugging printouts

2010-03-05 00:06:54 Tree
[r12679] by dan_w

Fixed a typo in my last mesher commit, and made some vs_cubemap_gen progress.

2010-03-04 16:50:57 Tree
[r12678] by dan_w

I believe I've squashed a little bug in mesher. See Ticket #16.

2010-03-04 02:57:07 Tree
[r12677] by dan_w

A bit more work on vs_cubemap_gen.

2010-03-03 09:23:23 Tree
[r12676] by dan_w

Commiting this evening's progress on vs_cubemap_gen before I fall asleep and my head hits the delete key.

2010-03-03 06:36:21 Tree
[r12675] by dan_w

Committed the beginnings of "vs_cubemap_gen", a tool that will produce correctly filtered, seamless, high quality dds cubemaps; better than ATI's CubeMapGen by a mile.

2010-03-02 21:09:24 Tree
[r12674] by klaussfreire

Bugfixing highend.fp:
- wrappers and macros for easier gamma control
- degamma/regamma fixes:
* degamma-ing of texture input must happen right at sampling, almost any operation will be nonlinear
* regamma-ing output must happen as absolute last step (even after cloaking and alpha application)
- GAR fix: eye vector isn't always normalized, and GAR needs it normalized.

2010-03-02 02:10:09 Tree
[r12673] by dan_w

Implemented a system of folders under /techniques. The work is neither complete nor correct nor yet in use. I'm committing it for feedback and peer review.
Essentially, the numbered folders contain shaders and techniques for a spectrum of hardware capabilities. As you can see from the opaque_onetex.technique I implemented as example, the technique has the same in all the folders, --or most, anyways. The user setting for shader in vssetup determines the folder; the xmesh determines the name of the technique. There are also 3 folders for STAGE, meaning the render stage: FAR = planets and stars; MEDIUM = ships and stations and asteroids; NEAR is the cockpit. Shaders and techniques that are common across stages are in the numbered folders under /techniques. Stage-specific shaders and techniques are in the number folders under the appropriate stage folders. Thus, fireglass is in the MEDIUM stage folder, under folder 6_ps4.0, as it applies only to ships and stations. An atmosphere shader would be under the FAR tree. Note that there can only be one shader for all blended applications under each stage, for performance reasons. Thus "fireglass", which currently only renders glass, but will soon also apply to engine exhausts, etc.

2010-03-01 04:03:03 Tree
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