abysmal-commit Mailing List for Abysmal Engine (Page 9)
Status: Pre-Alpha
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From: <jla...@us...> - 2009-04-20 20:40:04
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Revision: 316
http://abysmal.svn.sourceforge.net/abysmal/?rev=316&view=rev
Author: jlanger85
Date: 2009-04-20 20:39:52 +0000 (Mon, 20 Apr 2009)
Log Message:
-----------
move color correction with base color to the model decoder
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/modelimport.cpp
abysmal/trunk/src/game/uw/uwmodel.cpp
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From: <jla...@us...> - 2009-04-19 20:53:31
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Revision: 315
http://abysmal.svn.sourceforge.net/abysmal/?rev=315&view=rev
Author: jlanger85
Date: 2009-04-19 20:53:22 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
added support for variable heights for models (door frames, pillars)
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/modelimport.cpp
abysmal/trunk/src/game/uw/import/modelimport.h
abysmal/trunk/src/game/uw/uwmodel.cpp
abysmal/trunk/src/game/uw/uwmodel.h
abysmal/trunk/src/game/uw/uwobject.cpp
abysmal/trunk/src/game/uw/uwobject.h
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From: <jla...@us...> - 2009-04-19 20:52:40
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Revision: 314
http://abysmal.svn.sourceforge.net/abysmal/?rev=314&view=rev
Author: jlanger85
Date: 2009-04-19 20:52:34 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
changed default value for the "ui_filter" cvar to nearest
Modified Paths:
--------------
abysmal/trunk/src/renderer/texture.cpp
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From: <jla...@us...> - 2009-04-19 20:51:54
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Revision: 313
http://abysmal.svn.sourceforge.net/abysmal/?rev=313&view=rev
Author: jlanger85
Date: 2009-04-19 20:51:49 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
modeldecoder: simplified the check for valid normals (planecheck commands)
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/modelimport.cpp
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From: <jla...@us...> - 2009-04-19 20:51:18
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Revision: 312
http://abysmal.svn.sourceforge.net/abysmal/?rev=312&view=rev
Author: jlanger85
Date: 2009-04-19 20:51:03 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
put the model parser into a class. More cleanup will follow...
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/modelimport.cpp
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From: <jla...@us...> - 2009-04-19 20:50:24
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Revision: 311
http://abysmal.svn.sourceforge.net/abysmal/?rev=311&view=rev
Author: jlanger85
Date: 2009-04-19 20:50:20 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
added a cvar "r_draw_bb" to turn on rendering of object bounding boxes
Modified Paths:
--------------
abysmal/trunk/src/game/uw/uwobject.cpp
abysmal/trunk/src/renderer/renderer.cpp
abysmal/trunk/src/renderer/renderer.h
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From: <jla...@us...> - 2009-04-19 20:49:41
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Revision: 310
http://abysmal.svn.sourceforge.net/abysmal/?rev=310&view=rev
Author: jlanger85
Date: 2009-04-19 20:49:36 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
* the triangle meshes and bounding boxes are now cached in the object
* the player now collides with objects
On the rendering part, the next step would be to store objects which never move
(thats most of them, like door frames, chairs, tables, boulders, etc...) in VAs or VBOs to speed up rendering (and sort the
triangles by texture name or pushname to minimize the glBindTexture and/or
glPushName calls)
Modified Paths:
--------------
abysmal/trunk/src/game/model.h
abysmal/trunk/src/game/uw/uwmodel.cpp
abysmal/trunk/src/game/uw/uwmodel.h
abysmal/trunk/src/game/uw/uwobject.cpp
abysmal/trunk/src/game/uw/uwobject.h
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From: <jla...@us...> - 2009-04-19 20:48:53
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Revision: 309
http://abysmal.svn.sourceforge.net/abysmal/?rev=309&view=rev
Author: jlanger85
Date: 2009-04-19 20:48:49 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
turned triangle_mesh into a class
Modified Paths:
--------------
abysmal/trunk/src/base/geometry.h
abysmal/trunk/src/base/level.cpp
abysmal/trunk/src/base/levelgeometry.cpp
abysmal/trunk/src/game/uw/uwmodel.cpp
abysmal/trunk/src/game/uw/uwobject.cpp
abysmal/trunk/src/renderer/renderer.cpp
abysmal/trunk/src/renderer/tess.cpp
Added Paths:
-----------
abysmal/trunk/src/base/geometry.cpp
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From: <jla...@us...> - 2009-04-19 20:47:52
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Revision: 308
http://abysmal.svn.sourceforge.net/abysmal/?rev=308&view=rev
Author: jlanger85
Date: 2009-04-19 20:47:38 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
fix copyright year in the newly added files
Modified Paths:
--------------
abysmal/trunk/src/game/model.cpp
abysmal/trunk/src/game/model.h
abysmal/trunk/src/game/uw/import/modelimport.cpp
abysmal/trunk/src/game/uw/import/modelimport.h
abysmal/trunk/src/game/uw/uwmodel.cpp
abysmal/trunk/src/game/uw/uwmodel.h
abysmal/trunk/src/renderer/tess.cpp
abysmal/trunk/src/renderer/tess.h
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From: <jla...@us...> - 2009-04-19 13:00:40
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Revision: 307
http://abysmal.svn.sourceforge.net/abysmal/?rev=307&view=rev
Author: jlanger85
Date: 2009-04-19 13:00:38 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
updated the uw-formats.txt with more information about the model format
also fixed the formatting of the file (replaced tabs with spaces and removed
leading whitespace)
Modified Paths:
--------------
abysmal/trunk/doc/uw-formats.txt
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From: <jla...@us...> - 2009-04-19 13:00:11
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Revision: 306
http://abysmal.svn.sourceforge.net/abysmal/?rev=306&view=rev
Author: jlanger85
Date: 2009-04-19 13:00:09 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
The textured_triangle is completely gone now and is replaced with
triangle_mesh
Modified Paths:
--------------
abysmal/trunk/src/base/geometry.h
abysmal/trunk/src/base/level.cpp
abysmal/trunk/src/base/level.h
abysmal/trunk/src/base/levelgeometry.cpp
abysmal/trunk/src/base/levelgeometry.h
abysmal/trunk/src/base/object.h
abysmal/trunk/src/common/math.h
abysmal/trunk/src/game/collision.cpp
abysmal/trunk/src/game/collision.h
abysmal/trunk/src/game/core.cpp
abysmal/trunk/src/game/game.cpp
abysmal/trunk/src/game/model.cpp
abysmal/trunk/src/game/model.h
abysmal/trunk/src/game/shock/shockgame.cpp
abysmal/trunk/src/game/shock/states/mainstate.cpp
abysmal/trunk/src/game/uw/states/mainstate.cpp
abysmal/trunk/src/game/uw/uwgame.cpp
abysmal/trunk/src/game/uw/uwmodel.cpp
abysmal/trunk/src/game/uw/uwmodel.h
abysmal/trunk/src/game/uw/uwobject.cpp
abysmal/trunk/src/game/uw/uwobject.h
abysmal/trunk/src/renderer/cull.h
abysmal/trunk/src/renderer/fontrenderer.cpp
abysmal/trunk/src/renderer/glwrapper.h
abysmal/trunk/src/renderer/renderer.cpp
abysmal/trunk/src/renderer/renderer.h
abysmal/trunk/src/renderer/tess.cpp
abysmal/trunk/src/renderer/tess.h
abysmal/trunk/src/renderer/texture.cpp
Removed Paths:
-------------
abysmal/trunk/src/base/geometryfwd.h
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From: <jla...@us...> - 2009-04-19 12:58:15
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Revision: 305
http://abysmal.svn.sourceforge.net/abysmal/?rev=305&view=rev
Author: jlanger85
Date: 2009-04-19 12:58:13 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
calculate and draw the bounding box of objects. This should then be used for
collision detection.
Before continuing with this some refactoring is required though. I don't like
the current way of handing out textured_triangles everywhere, even when texture
information isn't required (as for the collision detection)
The plan is to remove the textured_triangle completely. This will require some
reworking in the level geometry builder but nothing that shouldn't be too hard
to do
Modified Paths:
--------------
abysmal/trunk/src/base/geometry.h
abysmal/trunk/src/base/level.cpp
abysmal/trunk/src/base/levelgeometry.cpp
abysmal/trunk/src/base/levelgeometry.h
abysmal/trunk/src/base/object.h
abysmal/trunk/src/common/vectorutil.h
abysmal/trunk/src/game/model.cpp
abysmal/trunk/src/game/model.h
abysmal/trunk/src/game/uw/uwmodel.cpp
abysmal/trunk/src/game/uw/uwmodel.h
abysmal/trunk/src/game/uw/uwobject.cpp
abysmal/trunk/src/game/uw/uwobject.h
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From: <jla...@us...> - 2009-04-19 12:56:51
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Revision: 304
http://abysmal.svn.sourceforge.net/abysmal/?rev=304&view=rev
Author: jlanger85
Date: 2009-04-19 12:56:47 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
various things:
* prepared the interface for model rendering in object/model classes
* read out the normal vectors in the model parser (it's not used though)
* check the cull branches "skip" field (it's not used, just to check if the
model isn't garbled)
The parser really needs some cleanup. Should be put in a class, so that
mdl_temp_data is not needed anymore and that things get cleaner
Modified Paths:
--------------
abysmal/trunk/src/base/object.h
abysmal/trunk/src/common/vectorutil.h
abysmal/trunk/src/game/model.h
abysmal/trunk/src/game/uw/import/modelimport.cpp
abysmal/trunk/src/game/uw/import/modelimport.h
abysmal/trunk/src/game/uw/uwmodel.cpp
abysmal/trunk/src/game/uw/uwmodel.h
abysmal/trunk/src/game/uw/uwobject.cpp
abysmal/trunk/src/game/uw/uwobject.h
abysmal/trunk/src/renderer/renderer.cpp
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From: <jla...@us...> - 2009-04-19 12:55:41
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Revision: 303
http://abysmal.svn.sourceforge.net/abysmal/?rev=303&view=rev
Author: jlanger85
Date: 2009-04-19 12:55:38 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
the frustum culled vertex data is now also rendered via vertex arrays
this gives about +15fps on my eeepc
Modified Paths:
--------------
abysmal/trunk/src/renderer/renderer.cpp
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From: <jla...@us...> - 2009-04-19 12:55:00
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Revision: 302
http://abysmal.svn.sourceforge.net/abysmal/?rev=302&view=rev
Author: jlanger85
Date: 2009-04-19 12:54:58 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
tessellation works now
I'm not happy with the internal data structures though
* why do we need a tess_vertex?
* it's ugly that the textured_primitive now has color information
can't we have a colored_primitive instead or at least
rename that then?
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/ark.cpp
abysmal/trunk/src/game/uw/uwmodel.cpp
abysmal/trunk/src/game/uw/uwmodel.h
abysmal/trunk/src/renderer/tess.cpp
abysmal/trunk/src/renderer/tess.h
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From: <jla...@us...> - 2009-04-19 12:53:42
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Revision: 301
http://abysmal.svn.sourceforge.net/abysmal/?rev=301&view=rev
Author: jlanger85
Date: 2009-04-19 12:53:40 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
little tracing cleanup
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/modelimport.cpp
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From: <jla...@us...> - 2009-04-19 12:53:19
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Revision: 300
http://abysmal.svn.sourceforge.net/abysmal/?rev=300&view=rev
Author: jlanger85
Date: 2009-04-19 12:53:17 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
removed mdl_read_face again and added that stuff back to the case branches.
This function was getting too clumsy with too many ifs
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/modelimport.cpp
abysmal/trunk/src/game/uw/import/modelimport.h
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From: <jla...@us...> - 2009-04-19 12:52:50
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Revision: 299
http://abysmal.svn.sourceforge.net/abysmal/?rev=299&view=rev
Author: jlanger85
Date: 2009-04-19 12:52:47 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
tessellation and stuff is now in the ctor of uw::model. Next step is to delay
this stuff if the object wants to modify the geometry (pillars, door frames)
The easiest way to do so would be in the render step, but a better approach
would be to provide a "make_static_geometry" in the model class to generate the
geometry once and cache it in the map_renderer. This would require proper
tesselation first (which still doesn't generate real triangles, mostly fans and
strips)
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/modelimport.cpp
abysmal/trunk/src/game/uw/import/modelimport.h
abysmal/trunk/src/game/uw/uwmodel.cpp
abysmal/trunk/src/game/uw/uwmodel.h
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From: <jla...@us...> - 2009-04-19 12:52:16
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Revision: 298
http://abysmal.svn.sourceforge.net/abysmal/?rev=298&view=rev
Author: jlanger85
Date: 2009-04-19 12:52:10 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
moved data structures to header in preparation for bigger model rework (moving
rendering to uwmodel.cpp)
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/modelimport.cpp
abysmal/trunk/src/game/uw/import/modelimport.h
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From: <jla...@us...> - 2009-04-19 12:51:47
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Revision: 297
http://abysmal.svn.sourceforge.net/abysmal/?rev=297&view=rev
Author: jlanger85
Date: 2009-04-19 12:51:44 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
refactored the model/model_mgr stuff from uwadv
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/modelimport.cpp
abysmal/trunk/src/game/uw/uwgame.cpp
abysmal/trunk/src/game/uw/uwgame.h
abysmal/trunk/src/game/uw/uwobject.cpp
Added Paths:
-----------
abysmal/trunk/src/game/model.cpp
abysmal/trunk/src/game/model.h
abysmal/trunk/src/game/model_fwd.h
abysmal/trunk/src/game/uw/import/modelimport.h
abysmal/trunk/src/game/uw/uwmodel.cpp
abysmal/trunk/src/game/uw/uwmodel.h
Removed Paths:
-------------
abysmal/trunk/src/game/uw/model_builtin.cpp
abysmal/trunk/src/game/uw/model_builtin.h
abysmal/trunk/src/game/uw/models.cpp
abysmal/trunk/src/game/uw/models.h
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From: <jla...@us...> - 2009-04-19 12:51:00
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Revision: 296
http://abysmal.svn.sourceforge.net/abysmal/?rev=296&view=rev
Author: jlanger85
Date: 2009-04-19 12:50:58 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
standard parameter for tracer
Modified Paths:
--------------
abysmal/trunk/src/common/trace.h
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From: <jla...@us...> - 2009-04-19 12:50:36
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Revision: 295
http://abysmal.svn.sourceforge.net/abysmal/?rev=295&view=rev
Author: jlanger85
Date: 2009-04-19 12:50:34 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
*some work on texturing
*fill the model_data with all model faces during model decoding
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/modelimport.cpp
abysmal/trunk/src/game/uw/import/textureloader.h
abysmal/trunk/src/game/uw/model_builtin.cpp
abysmal/trunk/src/game/uw/uwgame.cpp
abysmal/trunk/src/game/uw/uwobject.cpp
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From: <jla...@us...> - 2009-04-19 12:50:06
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Revision: 294
http://abysmal.svn.sourceforge.net/abysmal/?rev=294&view=rev
Author: jlanger85
Date: 2009-04-19 12:50:04 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
make the 0x002e command (unknown) to reset the current face drawing mode to
"unknown". This doesn't seem to be quite correct but it avoids the lotus turbo
esprit from indexing into the shading table with invalid values. Other than that
this command is only used for the table model and that still seems to look good
but I'll investigate further
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/modelimport.cpp
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From: <jla...@us...> - 2009-04-19 12:49:40
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Revision: 293
http://abysmal.svn.sourceforge.net/abysmal/?rev=293&view=rev
Author: jlanger85
Date: 2009-04-19 12:49:38 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
tables and other stuff is now correctly drawn
texturing doesn't work that good.
For one, selecting the right texture is pure magic (different for many types of
objects)
secondly, the texture coords for the door frames look strange (maybe that has
something to do with the variable ceil heights since the texture need to be
anchored to the ceiling, so the texture coords from the model can't be used
directly. They probably just need offsetting from the ceil)
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/modelimport.cpp
abysmal/trunk/src/game/uw/model_builtin.cpp
abysmal/trunk/src/game/uw/uwobject.cpp
abysmal/trunk/src/renderer/tess.cpp
abysmal/trunk/src/renderer/tess.h
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From: <jla...@us...> - 2009-04-19 12:49:11
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Revision: 292
http://abysmal.svn.sourceforge.net/abysmal/?rev=292&view=rev
Author: jlanger85
Date: 2009-04-19 12:49:09 +0000 (Sun, 19 Apr 2009)
Log Message:
-----------
use unordered_maps to store vertexes and shades and check if a given vertex
index does really exist. Should make bug hunting a hell lot easier
Modified Paths:
--------------
abysmal/trunk/src/game/uw/import/modelimport.cpp
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