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Commits on Sep 27, 2012
  1. Rewritten terrain shader to use explicit binding.

    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.
    sopyer committed Sep 27, 2012
Commits on Sep 25, 2012
  1. Fixed some warnings

    sopyer committed Sep 25, 2012
Commits on Sep 4, 2012
Commits on Jun 29, 2012
  1. - removed SDLStage class

    * made mouse capture explicit
    sopyer committed Jun 29, 2012
Commits on Jun 17, 2012
  1. * Fixed uv calculations

    sopyer committed Jun 17, 2012
  2. + Added some code from Mikko Mononen framework to visualize meshes

    + Implemented simple lighting and mip visualization for terrain
    * Fixed waiting for GPU queries
    - Removed height based gradient painting for terrain
    sopyer committed Jun 17, 2012
Commits on May 20, 2012
  1. Temporary loading data from "raw" file

    Refactored a bit
    sopyer committed May 20, 2012
Commits on May 1, 2012
  1. Refactored code a bit - reordered some staff and made calculation of …

    …vertical distance to terrain simpler
    sopyer committed May 1, 2012
  2. Refactored a bit code - now uses real world units as base units inste…

    …ad of image based units
    sopyer committed May 1, 2012
Commits on Apr 30, 2012
Commits on Apr 29, 2012
  1. Removed unused code

    sopyer committed Apr 29, 2012
Commits on Apr 22, 2012
  1. * made comparisons to be performed in uniformed way - to avoid assert…

    … triggering
    
    * scaled terrain 10x
    * increased camera speed 6x
    sopyer committed Apr 22, 2012
  2. Fixed issue with debugging code - now you can see order in which patc…

    …h are drawn correctly through increasing/decreasing amount of patches to render
    sopyer committed Apr 22, 2012
Commits on Apr 19, 2012
  1. + added SSE2 implementation of bit select operator

    + added camera position recording
    sopyer committed Apr 19, 2012
Commits on Apr 8, 2012
  1. Substantial terrain refactor/improvement:

    * 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
    sopyer committed Apr 8, 2012
Commits on Mar 11, 2012
  1. Pick code refactoring - simpler and cleaner alternative implemented u…

    …sing GL_R32UI framebuffer
    sopyer committed Mar 11, 2012
Commits on Feb 15, 2012
  1. Fixed non zero first dts.

    Fixed video uploading to texture when texture width was not equal to data line size.
    sopyer committed Feb 15, 2012
Commits on Feb 13, 2012
  1. * Total rework of video decoding code - fixed audio issues.

    * Removed decoding to RGB on CPU - now decoding is using YUV shader for presentation
    
    A lot of hacks - required further improvements!!!!
    sopyer committed Feb 13, 2012
Commits on Jan 22, 2012
  1. * Multithreaded profiler

    * Refactored media playback into media API
    sopyer committed Jan 22, 2012
Commits on Jan 15, 2012
  1. Small refactoring of profiler

    sopyer committed Jan 15, 2012
Commits on Jan 1, 2012
  1. Changed code convention from using tabs to using spaces.

    Changes in profiler.
    sopyer committed Jan 1, 2012
Commits on Dec 26, 2011
  1. * Fixed asserts on systems with NVidia cards due to incorrect logic.

    * Added missing scintilla libraries.
    sopyer committed Dec 26, 2011
Commits on Dec 25, 2011
Commits on Dec 10, 2011
  1. Refactor

    * changed naming of some variables in math.cpp
    * maximum patch count can be dynamically changed now
    * changed naming of some members in CDLODTerrain class
    sopyer committed Dec 10, 2011
Commits on Nov 13, 2011
  1. WIP - strokes

    * 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!!!
    sopyer committed Nov 13, 2011
Commits on Nov 12, 2011
  1. WIP - working on strokes

    1. Changed math calculations in cubics in order to enable further optimizations.
    2. Implemented simple offset curve approximation in VGTest.
    sopyer committed Nov 12, 2011
Commits on Nov 5, 2011
Commits on Oct 30, 2011
  1. Shader recompilation related changes:

    * fixed focus/input issue in shader edit layout
    * changed notification method for shader recompilation
    sopyer committed Oct 30, 2011
Commits on Oct 23, 2011
  1. Integrated shader editor + minor fixes

    * 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
    sopyer committed Oct 23, 2011
Commits on Sep 4, 2011
  1. Improved intrinsics wrappers - they do not require additional memory …

    …anymore, pure header implementation
    sopyer committed Sep 4, 2011
  2. Some refactor

    * refactored CDLOD terrain shader - to make it simpler and improve performance
    * formatting changes in ml.cpp
    sopyer committed Sep 4, 2011
Commits on Aug 29, 2011
  1. Path rendering fixes, tweaks, optimizations.

    * 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.
    sopyer committed Aug 29, 2011
  2. Terrain fixes and loading changes. Solution cleanup.

    - 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
    sopyer committed Aug 29, 2011