[EGL CVS Commit] DeliverXML
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echon
From: <ec...@ec...> - 2005-12-06 10:14:05
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<message> <generator> <name>CIA Perl client for CVS</name> <version>2.3</version> <url>http://cia.navi.cx/clients/cvs/ciabot_cvs.pl</url> </generator> <source> <project>echongl</project> <module>egl</module> </source> <timestamp> 1133864035 </timestamp> <body> <commit> <author>echon</author> <files> <file>cgame/cg_players.c</file> <file>client/cl_cgapi.c</file> <file>egl.vcproj</file> <file>todo.txt</file> <file>game/g_trigger.c</file> <file>renderer/r_vbo.c</file> <file>renderer/r_vbo.h</file> <file>renderer/r_alias.c</file> <file>renderer/r_backend.c</file> <file>renderer/r_backend.h</file> <file>renderer/r_draw.c</file> <file>renderer/r_glext.h</file> <file>renderer/r_image.c</file> <file>renderer/r_image.h</file> <file>renderer/r_init.c</file> <file>renderer/r_light.c</file> <file>renderer/r_lightq3.c</file> <file>renderer/r_local.h</file> <file>renderer/r_main.c</file> <file>renderer/r_meshbuffer.c</file> <file>renderer/r_model.c</file> <file>renderer/r_model.h</file> <file>renderer/r_poly.c</file> <file>renderer/r_program.c</file> <file>renderer/r_program.h</file> <file>renderer/r_shader.c</file> <file>renderer/r_shader.h</file> <file>renderer/r_sky.c</file> <file>renderer/r_sprite.c</file> <file>renderer/r_world.c</file> <file>renderer/r_worldq3.c</file> </files> <log> Fixed some improper usages of MAX_CFGSTRLEN. Fixed a possible NULL pointer exception with copying configstrings from the client to CGame. Fixed a crash bug related to push entities in the game dll. Added r_colorMipLevels to debug texture mipmapping. Brought r_roundImagesDown back. Expanded on the optimal world rendering path to support mergable surfaces. Coded optimal rendering paths for generic decals, particles, and 2d images. Better registration counter management. Fixed passing weird params to 'screenshot' causing an exception. Made planar surface culling a bit faster for Q3BSP rendering. Coding in shader bundles, which accumulates passes into bundles on load instead of in real-time which saves a bunch of CPU usage. Cleaned up r_speeds more. Disabled 'optimal' rendering paths until I can actually make them optimal! Made allocation of Q2BSP surfaces that are flowing faster. Checking for any images in a pass before accumulating it to a bundle. Changed r_detailTextures to clamp, and made it affect on-load bundles -- for a performance gain. Added a texel-count-in-use to r_speeds for performance evaluation. Renamed r_showCull to r_debugCulling. Added r_debugLighting which renders light origins, radii, and bounds. Added r_skipBackend for performance evaluation. It seems to have issues when you have swapInterval disabled... Removed MF_NONE and added MF_STATIC_MESH for later static mesh optimization. Added r_vbo.c/h for the vertex buffer object backend, which will greatly simplify optimizing static meshes. </log> </commit> </body> </message> |