More clean up, mostly preincrement
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cleanup
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more meaningful assert
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Copy8f not memcpy
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add Copy8f
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Correct Comment
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small changes
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Oops, I guess I forgot to commit this copy...
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The start of an optimizer, A utility we can use to generate fans and strips, as well as my idea of using exclusive meshes-bone combinations.
Also included is a framework for the HG Model. This will let people write model converters easily (both to and from the format).
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Update (Allow Meshes to chose what Material to use)
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Optimize the cache stuff, and allow meshes to say which materials they use.
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Permit demanded use of the C-type math code, instead of the ASM-type. This lets us decide when we want to have the optimized code, and when we don't want it.
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Remove ASSERT_M's. Reasoning: If one wants to use MercuryTypes in another project, they would have to include everything, all the way down to MercuryUtil.
Rationale: In general, you don't have vectors giving you pretty messages, do you?
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Allow provisions for exclusive meshes.
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Updates to camera, more to come later
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do our own frustum calculation
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Zero and Identity
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FIX: When SLERPing and our cos part happens to be one or higher, as a cause of non-precice rounding, it normally returns a non existant number, but now we can do the math correctly by telling it what the sine part is manually.
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FIX: Crash if you use the + operator with a null char *. While this probably should crash, there was a mistake in sound that was causing a crash, so it's probably a good idea to not crash on this.
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Move an aftermatrix to a type of rotation. We should NEVER need to rotate, and then rotate another rotation. We should have concatinated the rotations anyway.
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do the whole normal reclculating thing
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Add support for single-shot animations, as well as better interfacing for getting access to one animation. Also, fix some tweening issues and comment code.
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Show off one-shot animations, as well as partially blended animations.
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Update format.
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Remove unessiary code.
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Allow partial slerping of end rotations, to permit blending of animations better. Who knew slerp works with bigger percents than 1?
Seriously, SLERP( Nothing, Something, 10 ) = Something * 10.
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Show off animation blending, this shows how you can <add> run_lower and run_upper
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FINALLY! QUATERNIONS ALL THE WAY!!! Who knows why it didn't work any of the other times I tried. What matters is it works now!
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deal more with the typecasted point, hide visual joints, and actually morph the polys.
This begins to show how my "trick" works.
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Allow handle directly to the point.
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Call CString MStrings, Linux seems to have an issue with it otherwise.
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__fastcall doesn't exist in gnu c... Maybe this is a sign we should re-think it's use??
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Let's just use MString for the crashing!
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disable cache, try not to blow it away agian Charles
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Almost right....
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HOLY HECK! I found it! WOOHOO! that's why Quaternions wern't working for me! Flippin awesome!!!
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Conversion to a 4x4 matrix, clearing out the last row and column.
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No 3dSS
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direction
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target
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Direction is different from target (thing we are looking at)
The camera is going to need some work. I'll do it tonight.
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comment
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Pre increment variables and turn off mesh cache if there are animations.
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update the format
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The packager for hg pck. I think it's a good idea to commit this.
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OOPS. License :)
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First commit of the OgreXML->Mercury Model code
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Well, now animations kind of work, just no polygon morphing yet. I am going to see what Quaternions do for us. If it doesn't solve the problem, at least I can revert :)
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Add Matrix to project
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calculate direction
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Small update
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NormalizeSelf and Normalize
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Normalize self, and Frustum (not function yet)
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NormalizeSelf
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set listener
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call sound manager update
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changes to listener
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Add Bones and Animations to the model.
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Support animations... err kinda, still broken.
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Fix compile
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Separate 4x3 and 4x4 matrix multiplies, Add a matrix inversion function, as well as a generate translation matrix.
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Retire this damn thing, it's broken anyway.
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Set up animations for the loadable model (not yet working)
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small changes
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clean up
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MercuryMatrix
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Copy16f
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Project update
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operator=
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small changes
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Update
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matrix =
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MercuryMatrix class
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MercuryMatrix
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Remove string header
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Update
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Generic function names (drop SSE_)
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memory align
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remove unneeded draw
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Draw() to Render() and seperate OGL and EE rendering.
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Materials private, make Draw protected
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fix copper's on (or off) target detection
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comment
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Only lock the map for the amount of time we use it
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only lock the map for insertion
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prevent rendering of unloaded sprites
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Why can't we use delete? Anyways call the destructor.
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blended CPU and SSE optimize
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Oops, use the threaded libraries for the builds. Maybe this is why I was getting so many random crashes involving malloc and free.
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The mutex constructor does this
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After we construct we should unlock as well as open
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Make windows default to infinate wait just like linux
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change DeadSearch, clean up code a little, and fix loading multiple image data
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changes to TextureID also remove vector containing pointer copies to TextureID to simplify things because of threads
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clean up
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Don't waste time with an extra memcpy just change the pointer.
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Change FilePermission enum values to resolve conflict with a #define found in winbase.h
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Fix warnings
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Fix compile. Why did this need a cast?
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Memfile: Allow usage of an in-executable char[] as a .zip file.
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Remove commented out code and add a note to myself.
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const callback
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Change in format, still not final.
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