v wrap
1 lines of code changed in:
fix texture mappings
6 lines of code changed in:
Use correct texture to test mapping. I don't think it maps correctly...
4 lines of code changed in:
use version 2
5 lines of code changed in:
project update
6 lines of code changed in:
version 2 of material files contains colors
41 lines of code changed in:
set color from string
9 lines of code changed in:
don't hardcode colors
0 lines of code changed in:
The Jupiter from Scarred Steel, copyright notice in JupiterTexture.ini
12 lines of code changed in:
add the Loadable Mercury Model to the project
8 lines of code changed in:
button t now loads the Jupiter from scarred steel.
9 lines of code changed in:
now, working just w/o bones...
I think I should discuss some things before I can make bones work.
40 lines of code changed in:
change log
14 lines of code changed in:
doesn't really do much yet, but it's a start :). (It's not tested either)
188 lines of code changed in:
Some modifications to format. Let's see where this takes me.
I'm also gonna just use the software I made for converting from OgreXML->MS3D to test this with the Scarred Steel Jupiter model.
19 lines of code changed in:
pending textures is not needed since the main thread will do the TextureLoadedCallback
2 lines of code changed in:
tab
22 lines of code changed in:
volatile isn't needed because it is not touched by different threads
1 lines of code changed in:
create texturemanager's thread
1 lines of code changed in:
update, mostly a huge note
12 lines of code changed in:
for recache, don't do anything if we were never cached
3 lines of code changed in:
Huge change for threading
164 lines of code changed in:
Make MLockPtr actually work with constant functions. Basically lie to the compiler.
2 lines of code changed in:
small change
1 lines of code changed in:
Fix Copper
3 lines of code changed in:
Use pending texture method for loading. Why does this not work for Copper? Charles did you cheat something?
4 lines of code changed in:
Make private
5 lines of code changed in:
update for alignment
1 lines of code changed in:
updates
23 lines of code changed in:
updates for alignment
32 lines of code changed in:
note
5 lines of code changed in:
Project update
6 lines of code changed in:
MercuryCallback.h
1 lines of code changed in:
Move MercuryCallback to MercuryCallback.h
57 lines of code changed in:
Sprites use TEXTMAN's callback load method
31 lines of code changed in:
Load function that uses callbacks
9 lines of code changed in:
memory align
2 lines of code changed in:
Use volatile and MLockPtr to ensure threadsafe code
45 lines of code changed in:
remove unused control
0 lines of code changed in:
Comment out update used for debug
5 lines of code changed in:
cleanup a little
6 lines of code changed in:
finally -- the cylinder: reduced verts.
47 lines of code changed in:
less verts per poly on shapes! :)
22 lines of code changed in:
recommit as a binary file
0 lines of code changed in:
Remove ODE.dll as it's committed as text currently, it should be binary.
0 lines of code changed in:
AAHA! One must take the previous transform out of the current space! BUT sometimes it isn't already in that space, that can cause a crash. So we have to check to make sure it's in a space first.
2 lines of code changed in:
Prevent double-init's, this causes identical messages to get called twice.
1 lines of code changed in:
More correct. ODE does not like it when you edit in the callback.
Charles fix the double loaded BetaBetaMari ball, its killing ODE when deleting body.
87 lines of code changed in:
ODE 0.6 includes
2717 lines of code changed in:
ODE 0.6
0 lines of code changed in:
Clamp update
10 lines of code changed in:
We may not want clamp to change the input value
1 lines of code changed in:
Remove subscription to unmapped input becuase we really don't care about it
0 lines of code changed in:
Speed up by reducing copying in function calls
7 lines of code changed in:
remove old log info for debugging
0 lines of code changed in:
slighty more optimized
7 lines of code changed in:
Don't disable control ball
4 lines of code changed in:
Allow auto disable
23 lines of code changed in:
Remove constructor that uses ints. This caused problems since the compiler upcasts floats to ints.
0 lines of code changed in:
Use casting. I think this is functioning correctly, at least it looks like it is for now.
17 lines of code changed in:
add casting operators and remove TYPE_TO_FLOATSTAR
2 lines of code changed in:
memory align, and add some casting operators (who knew you could do that? apparently Glenn did...)
7 lines of code changed in:
align define
5 lines of code changed in:
update
1 lines of code changed in:
cleanup
7 lines of code changed in:
sse copy and float* accessor
3 lines of code changed in:
revert to fix bugs (things appearing all black)
18 lines of code changed in:
more definitions
24 lines of code changed in:
Returning a refrence for PeakItem seems to break the diffuse tween in release mode in .NET 2003. Why?
5 lines of code changed in:
more def's :)
32 lines of code changed in:
FIX VC6
2 lines of code changed in:
Fix Dev-C++ compile.
42 lines of code changed in:
fix return of temporary values
5 lines of code changed in:
VC6 Update
13 lines of code changed in:
Use vector for commands instead of deque
13 lines of code changed in:
We don't need to abstract from the message system to take screenshots
18 lines of code changed in:
Change the way REGISTER_STATEMENT_TO_MESSAGE works to let there be multiple things subscribed to one message
8 lines of code changed in:
update project
6 lines of code changed in:
Ability to take screen shots
46 lines of code changed in:
Function and structures to write BMP files
135 lines of code changed in:
SSE 128-bit copy
10 lines of code changed in:
Noticable speed up by chang the way MercuryMaterial operator = works.
12 lines of code changed in:
fix comment
2 lines of code changed in:
comments
9 lines of code changed in:
cleanup
1 lines of code changed in:
Update
7 lines of code changed in:
make the SSE functions take 3 parameters to seperate input from output
20 lines of code changed in:
Organize, move render down
42 lines of code changed in:
Let's give this a try, if it doesn't work then revert city.
7 lines of code changed in:
updates to project
1 lines of code changed in:
headers
3 lines of code changed in:
drawable
1 lines of code changed in:
New m_drawable flag. Used to skip the Draw() command and some other commands during render since there are objects that don't actually have anything to draw on screen. (Rendering speed up by a few FPS). Also clean up headers.
18 lines of code changed in:
set new drawable flag
2 lines of code changed in:
use constructors
3 lines of code changed in:
Camera only needs a render command
2 lines of code changed in:
remove duplicate files
0 lines of code changed in:
_abort should return NULL not false
1 lines of code changed in:
when doing .dll compiling, don't include screens other than the debug one... this seems to have some bad effects on keymapping
143 lines of code changed in:
oops, fix compile
1 lines of code changed in:
switch around headder includes so we don't have to include the crash folder's header files in a DLL release.
9 lines of code changed in:
comment
1 lines of code changed in:
Fix problem with inheriting previous texture (fixes jsphere problems). Thanks Charles for the input.
7 lines of code changed in:
fix dev-c++ compile
26 lines of code changed in:
more SSE functions
42 lines of code changed in:
Remvove MercuryQuaternion
8 lines of code changed in:
You can't give OpenGL a pointer to floats because it breaks. Causes all kinds of lighting problems, like we used to have before I undid this very same thing 8 months ago.
6 lines of code changed in:
Fix dev-c++ compile, and remove old commented out code, and give alternative option for non-asm compile when it is difficult to get ASM compiling working.
9 lines of code changed in:
Fix dev-c++ compile
124 lines of code changed in:
Project update
55 lines of code changed in:
Finally: Bones are fixed! Wow... I'm only about 1/2 of the way done this whole MercuryMath thing and it's already taken FOREVER.
11 lines of code changed in:
Bones: A little less broken...
5 lines of code changed in:
Fix compile, and try something new with bones... but they're still broken.
17 lines of code changed in:
Massive change.
This is the first step in an effort to unify MercuryMath and Types.
Most of what I've done here is to try to get rid of the use of extra float *'s and very poor and confusing math on values.
Hopefully this will get cleaned up more.
At this moment, ALL ANIMATIONS are broken. I will try to fix this tonight.
547 lines of code changed in:
note
1 lines of code changed in:
SSE_Multiply4f
87 lines of code changed in:
changes
6 lines of code changed in:
fix light and clean up color set
2 lines of code changed in:
Add more object commands to control color
27 lines of code changed in:
operator=
13 lines of code changed in:
Use MVector in many places (seems to function correctly and doesn't leak)
25 lines of code changed in:
update project
7 lines of code changed in:
Fix leak
1 lines of code changed in:
fix realloc
1 lines of code changed in:
Change all CString to MString and remove the type def, since MString is the only thing we use.
607 lines of code changed in:
inline and cleanup
4 lines of code changed in:
remove duplicate init
0 lines of code changed in:
Only calculate color on children
2 lines of code changed in:
oops, missed an fstream.
0 lines of code changed in:
Just remove IOStream where it was included pointlessly, and in the 3 places where we actually used cout, just use printf. (Saves ~60KB on end compile and VDI)
3 lines of code changed in:
Move out <iostream> from the .h's. This saves roughly 1.4 seconds on the project compile time.
4 lines of code changed in:
Fix VC6 Compile
4 lines of code changed in:
Return NULL and add Glenn to the (c)
7 lines of code changed in:
Glenn's code is no longer here
1 lines of code changed in:
Store all colors not just diffuse
21 lines of code changed in:
return const and some refrences
17 lines of code changed in:
Const
6 lines of code changed in:
Set material first to make sure it is inherited correctly
6 lines of code changed in:
add * and *= operators
14 lines of code changed in:
Assert to catch coding errors
2 lines of code changed in:
update image loading files
6 lines of code changed in:
add BMP loading
2 lines of code changed in:
Remove commented out code
0 lines of code changed in:
Move image loaders into ImageLoaders
346 lines of code changed in:
fix warnings
6 lines of code changed in:
Added files
7 lines of code changed in:
small changes
7 lines of code changed in:
Changes to sprite to use new texture loading
57 lines of code changed in:
Use origional sizes
2 lines of code changed in:
move PNG loader code
0 lines of code changed in:
protect
5 lines of code changed in:
m_material -> m_pMaterial
8 lines of code changed in:
comment out old image loading code
27 lines of code changed in:
update
182 lines of code changed in:
m_material -> m_pMaterial
and private
6 lines of code changed in:
cleanup
3 lines of code changed in:
textures are now pointers
50 lines of code changed in:
create texture from raw
49 lines of code changed in:
Create image cache from raw data
4 lines of code changed in:
The beginnings of a DLL system
25 lines of code changed in:
The beginnings of a DLL system
40 lines of code changed in:
Update DEV-CPP project
105 lines of code changed in:
I think all public functions need to be protected
19 lines of code changed in:
I don't think returns have to be guarded
5 lines of code changed in:
comment
1 lines of code changed in:
make completly thread safe (it think)
14 lines of code changed in:
fix
1 lines of code changed in:
Template function to help with threading
24 lines of code changed in:
fix warnings
2 lines of code changed in:
Thread protect
13 lines of code changed in:
fix warnings
2 lines of code changed in:
Fix warnings
16 lines of code changed in:
Cleanup (and probably speedup)
13 lines of code changed in:
EXTRA_DIST added for 'make dist' command
2 lines of code changed in:
added libtool command to autogen.sh
3 lines of code changed in:
Light inline functions and appropiate changes to display
17 lines of code changed in:
return types
2 lines of code changed in:
revert back to stable
3 lines of code changed in:
Fix crash when destroying and never actually used
2 lines of code changed in:
search queue when removing
17 lines of code changed in:
protect from threads
8 lines of code changed in:
Thread message manager
75 lines of code changed in:
Post message not broadcast
2 lines of code changed in:
Remove uneeded and simplify for speed
12 lines of code changed in:
Use texture man register queue
4 lines of code changed in:
thread safe
41 lines of code changed in:
Add new Debug_Memory build
913 lines of code changed in:
Only use memory management if _DEBUG_MEMORY
2 lines of code changed in:
Ability to draw arrays that are not triangles
27 lines of code changed in:
make MVector work more like the STL (still broken but functiong enough)
105 lines of code changed in:
makePow2
2 lines of code changed in:
power of 2 functions are more like utility
also a template function to call a destructor
9 lines of code changed in:
SAFE_FREE
2 lines of code changed in:
update
8 lines of code changed in:
const &
1 lines of code changed in:
Fix warnings
1 lines of code changed in:
Adjust material so that values are not cranked up
9 lines of code changed in:
Updates for lights
63 lines of code changed in:
New lights handling method
156 lines of code changed in:
*** empty log message ***
10 lines of code changed in:
*** empty log message ***
4 lines of code changed in:
fixed time base
4 lines of code changed in:
more testing
2 lines of code changed in:
portable test
2 lines of code changed in:
moving is now time based
6 lines of code changed in:
font moved to file
1 lines of code changed in:
Use MercuryFile for font loading
33 lines of code changed in:
font moved ot File
0 lines of code changed in:
move font into Files
0 lines of code changed in:
moved font to File
5 lines of code changed in:
Only 2 options for mag filter
2 lines of code changed in:
clamp to edge
2 lines of code changed in:
Mag filter
22 lines of code changed in:
remove alut.lib from debug
1 lines of code changed in:
Fix bitwise for VC 6
6 lines of code changed in:
Fix scoping
1 lines of code changed in:
static commonly used variables for speed
14 lines of code changed in:
Update to include map mode
9 lines of code changed in:
Cleanup
44 lines of code changed in:
UV mapping mode
1 lines of code changed in:
Fix bug with sphere mapping only functioning on first texture
Use UV mapping modes to fix graphical distortions on sprites (extra line on the edges of sprites)
29 lines of code changed in:
UV mapping modes
22 lines of code changed in:
notes
5 lines of code changed in:
Changes to the sound manager to get closer to streaming audio
151 lines of code changed in:
Sound related updates
24 lines of code changed in:
Updates
12 lines of code changed in:
DLL Option -- not near done.
250 lines of code changed in:
Log information
10 lines of code changed in:
Fix linux compile
21 lines of code changed in:
model format docs
158 lines of code changed in:
Make doxygen more useful, and don't try compiling to Windows help, since that doesn't work anyway since we don't have HHC
2 lines of code changed in:
Fix compile in VC6
18 lines of code changed in:
cleanup
5 lines of code changed in:
remove unused variables, and fix register bug
4 lines of code changed in:
undo file hack
5 lines of code changed in:
updates
34 lines of code changed in:
note about sphere mapping
4 lines of code changed in:
added wav load files
6 lines of code changed in:
wave loading
8 lines of code changed in:
remove alut
0 lines of code changed in:
Update wave loading and remove ALUT.
This is still messy but it gets the job done for now.
132 lines of code changed in:
updates
22 lines of code changed in:
Move OpenAL init and exit stuff
6 lines of code changed in:
stuff for testing wav
14 lines of code changed in:
wave loader closer to working
49 lines of code changed in:
ball respawns after going out of bounds
63 lines of code changed in:
Beginnings of a wave file loader
137 lines of code changed in:
notes to self
12 lines of code changed in:
Endian swapping
13 lines of code changed in:
OggVorbis .dll files compiled with SSE
(I don't think anyone won't be using SSE now-a-days)
0 lines of code changed in:
OggVorbis .lib files compiled with SSE
(I don't think anyone won't be using SSE now-a-days)
0 lines of code changed in:
OggVorbis includes
824 lines of code changed in:
delete pointers
12 lines of code changed in:
Slightly better working camera
15 lines of code changed in:
sond manager
6 lines of code changed in:
sound manager
3 lines of code changed in:
use sound manager
6 lines of code changed in:
Some updates because of sound manager
44 lines of code changed in:
First for sound manager (incomplete but functional)
0 lines of code changed in:
const
2 lines of code changed in:
linux port fixes
7 lines of code changed in:
Linux project update
3 lines of code changed in:
Allow anyone to just use LoadMaterial() for whatever they want.
9 lines of code changed in:
FIX: Rotations on World Edit screen. Before, when we were rotating on the world screen, we were rotating everything BUT the mass, so we got some very strange behaviors. Now, we rotate that too, so rotated objects behave as they should.
15 lines of code changed in:
Make it possible for an abstracted world to take more control of the base world. This won't hurt all that much since there wasn't all that much useful stuff that could be done by the main class publically anyway.
1 lines of code changed in:
ball reacts to paddle
33 lines of code changed in:
paddle no longer out of bounds
2 lines of code changed in:
May 2006 »