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[r9898] by --none--

This commit was manufactured by cvs2svn to create tag
'before_new_nav_selection'.

2005-10-13 08:30:53 Tree
[r9897] by hellcatv

fixed up bug in star system generic that would check set on every unit

2005-10-13 08:30:53 Tree
[r9896] by hellcatv

new targetting system hopefully is faster

2005-10-13 07:35:43 Tree
[r9895] by balloyd1

Updates bootstrap to check for the proper versions of autotools. Also
verifies that the m4scripts directory exists and removes --force from aclocal.

2005-10-13 06:48:47 Tree
[r9894] by klaussfreire

Fixed the missing texture index bug. Again. This time rightly, I hope.

2005-10-12 12:53:00 Tree
[r9893] by hellcatv

coolio

2005-10-12 08:35:00 Tree
[r9892] by hellcatv

fixed energy stuff with ECM active

2005-10-12 07:57:30 Tree
[r9891] by hellcatv

fixed ecm energy bug

2005-10-12 07:56:26 Tree
[r9890] by hellcatv

fixed up bug with curlength

2005-10-11 18:22:32 Tree
[r9889] by klaussfreire

Rewrote obj->bfxm procedure.
It now handles propperly blender exported files. Issues fixed:
a) Blender .mtl files do not specify textures, rather, usemat %s is used in the .obj file (weird).
b) Blender does not group different materials together, causing really inefficient bfxm files to be generated. Now, whatever the input is, equal materials are grouped together into equal bfxm records.
c) Blender does a loussy job of optimizing vertex sharing between primitives. Added automatic vertex merger... one that doesn't trash smoothing groups
d) Due to c, now smoothing groups are preserved (big quality improvement)
e) Added MAP_KE command to .mtl parsing... made sense. I'm not sure it's standard, but this allows us to, using a text editor, have .obj and .mtl files that support all the features of bfxm. Except LODs, I guess. I would work on that, if it weren't because of the Ogre port which makes it a little... abstract (pointless).
f) Propperly handled mtllib commands. Now, the .mtl file doesn't need to have the same name as the .obj file. Rather, the "mtllib" command in the .obj file is used.
g) I think (I just think) that blender-exported files produced huge bfxms unnecesarily, due to the vertex buffer not being cleaned up after each record. Now they don't, because only used vertices are sent to the bfxm.

Caveats:
a) No strips or fans generated. I was going to create an automatic tri-strip, quad-strip and tri-fan generator, but again the Ogre port makes the issue abstract.
b) Forgot about points. Supposedly, a line of "f a/b/c" would define a point in space... I guess. That's not handled.

2005-10-11 12:50:59 Tree
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