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Commits on Sep 27, 2012
  1. @sopyer

    Rewritten terrain shader to use explicit binding.

    sopyer authored
    Note:
    Pretty dangerous as GLSL 3.30 does not support this feature as far as I know, but it works on AMD drivers. This should be supported starting GLSL 4.20.
Commits on Sep 25, 2012
  1. @sopyer
  2. @sopyer

    Fixed some warnings

    sopyer authored
Commits on Sep 4, 2012
  1. @sopyer
Commits on Jun 29, 2012
  1. @sopyer

    - removed SDLStage class

    sopyer authored
    * made mouse capture explicit
Commits on Jun 17, 2012
  1. @sopyer

    * Fixed uv calculations

    sopyer authored
  2. @sopyer

    + Added some code from Mikko Mononen framework to visualize meshes

    sopyer authored
    + Implemented simple lighting and mip visualization for terrain
    * Fixed waiting for GPU queries
    - Removed height based gradient painting for terrain
Commits on May 20, 2012
  1. @sopyer

    Temporary loading data from "raw" file

    sopyer authored
    Refactored a bit
Commits on May 1, 2012
  1. @sopyer

    Refactored code a bit - reordered some staff and made calculation of …

    sopyer authored
    …vertical distance to terrain simpler
  2. @sopyer
Commits on Apr 30, 2012
  1. @sopyer
Commits on Apr 29, 2012
  1. @sopyer

    Removed unused code

    sopyer authored
Commits on Apr 22, 2012
  1. @sopyer

    * made comparisons to be performed in uniformed way - to avoid assert…

    sopyer authored
    … triggering
    
    * scaled terrain 10x
    * increased camera speed 6x
  2. @sopyer

    Fixed issue with debugging code - now you can see order in which patc…

    sopyer authored
    …h are drawn correctly through increasing/decreasing amount of patches to render
Commits on Apr 19, 2012
  1. @sopyer

    + added SSE2 implementation of bit select operator

    sopyer authored
    + added camera position recording
Commits on Apr 8, 2012
  1. @sopyer

    Substantial terrain refactor/improvement:

    sopyer authored
    * changed loding scheme - first height based patch selection, then 2D metric patch selection in xz plane
    * simplified vertex shader - 1 fetch with bilinear
    * removed min/max queries during frustum culling - substantially simplified code, minimal performance impact
    * optimized AABB/Sphere test - removed 1 unnecessary dot3
    * some constant handling refactor
    
    TODO:
    * find large dataset 2Kx2K or similar
    * remove old code versions of math routines after testing on large dataset
  2. @sopyer
Commits on Mar 11, 2012
  1. @sopyer

    Pick code refactoring - simpler and cleaner alternative implemented u…

    sopyer authored
    …sing GL_R32UI framebuffer
Commits on Feb 15, 2012
  1. @sopyer

    Fixed non zero first dts.

    sopyer authored
    Fixed video uploading to texture when texture width was not equal to data line size.
Commits on Feb 13, 2012
  1. @sopyer

    * Total rework of video decoding code - fixed audio issues.

    sopyer authored
    * Removed decoding to RGB on CPU - now decoding is using YUV shader for presentation
    
    A lot of hacks - required further improvements!!!!
Commits on Jan 22, 2012
  1. @sopyer

    * Multithreaded profiler

    sopyer authored
    * Refactored media playback into media API
Commits on Jan 15, 2012
  1. @sopyer

    Small refactoring of profiler

    sopyer authored
Commits on Jan 1, 2012
  1. @sopyer

    Changed code convention from using tabs to using spaces.

    sopyer authored
    Changes in profiler.
Commits on Dec 26, 2011
  1. @sopyer

    * Fixed asserts on systems with NVidia cards due to incorrect logic.

    sopyer authored
    * Added missing scintilla libraries.
Commits on Dec 25, 2011
  1. @sopyer
Commits on Dec 10, 2011
  1. @sopyer

    Refactor

    sopyer authored
    * changed naming of some variables in math.cpp
    * maximum patch count can be dynamically changed now
    * changed naming of some members in CDLODTerrain class
Commits on Nov 13, 2011
  1. @sopyer

    WIP - strokes

    sopyer authored
    * refactored cubic determinant and hessian calculation in order to minimize operation count
    + highlighted possible precision loss places - adding >2 numbers
    + added simple non-zero path rasterization using explicit color
    + implemented strokes for single cubic - refactor required!!!
Commits on Nov 12, 2011
  1. @sopyer

    WIP - working on strokes

    sopyer authored
    1. Changed math calculations in cubics in order to enable further optimizations.
    2. Implemented simple offset curve approximation in VGTest.
Commits on Nov 5, 2011
  1. @sopyer
Commits on Oct 30, 2011
  1. @sopyer

    Shader recompilation related changes:

    sopyer authored
    * fixed focus/input issue in shader edit layout
    * changed notification method for shader recompilation
Commits on Oct 23, 2011
  1. @sopyer

    Integrated shader editor + minor fixes

    sopyer authored
    * fixed unnecessary morph in last LOD level of CDLOD terrain
    * fixed font measurements
    * changed font rendering - now requires string length argument
    + added run-time shader editing capabilities
    * changes required to support runtime shader editing
Commits on Sep 4, 2011
  1. @sopyer

    Improved intrinsics wrappers - they do not require additional memory …

    sopyer authored
    …anymore, pure header implementation
  2. @sopyer

    Some refactor

    sopyer authored
    * refactored CDLOD terrain shader - to make it simpler and improve performance
    * formatting changes in ml.cpp
Commits on Aug 29, 2011
  1. @sopyer

    Path rendering fixes, tweaks, optimizations.

    sopyer authored
    * now unmasked value is 0 - it should work just fine with GL_*_WRAP stencil operations
    * fixed stencil mask value in path stenciling routine - actually it did not affect anything, but still
    - removed old stenciling routines - they would not be used anymore.
  2. @sopyer

    Terrain fixes and loading changes. Solution cleanup.

    sopyer authored
    - removed unnecessary configuration
    * fixed terrain patch selection logic - now there would not be non-existing patches
    + terrain now loads from *.pmp 0 A.D. map files.
    * some terrain code cleanup
    + bunch of TODOs
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