That stuff should be in update, not draw
7 lines of code changed in:
fix jittery robot
2 lines of code changed in:
skip 0 time updates
3 lines of code changed in:
revert. offered no speed improvements
0 lines of code changed in:
Revert.
4 lines of code changed in:
experiment
13 lines of code changed in:
Align 64
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transpose extension
11 lines of code changed in:
one line if
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Map the tangent and binomial information to the last 2 vertice attributes
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Find maxes. Also add stuff in DrawGeometry to send tangents and binormals to video card
46 lines of code changed in:
Add tangent and binormal arrays
6 lines of code changed in:
Add max variables
11 lines of code changed in:
bindings for vertex attributes
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Don't process more than the maximum allowed textures
2 lines of code changed in:
Clean up
6 lines of code changed in:
cleanup init
4 lines of code changed in:
Update
21 lines of code changed in:
Combine if statement
2 lines of code changed in:
tile ground more
1 lines of code changed in:
Add VC 2k5 HGLIB
3231 lines of code changed in:
oops
1 lines of code changed in:
HACK, explicitly call calculation of matrices
1 lines of code changed in:
revert
2 lines of code changed in:
don't update materials here
2 lines of code changed in:
Update material
7 lines of code changed in:
fix VC .net 2k3
2 lines of code changed in:
warnings
7 lines of code changed in:
Calculate matrices
8 lines of code changed in:
use texture's final matrix
4 lines of code changed in:
don't push pop texture stacks here
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Different final matrix calculation
10 lines of code changed in:
The very last step needs to be able to be changed in some cases.
11 lines of code changed in:
virtual
1 lines of code changed in:
Rename MercuryObjectBase::Render to CalculateMatrices
5 lines of code changed in:
This no longer has to be in display, since we control all of the matrix stacks and math, we don't have to take into account various hardware/API matrix handling (PS2). This also appears slightly faster.
61 lines of code changed in:
Cube map bind
4 lines of code changed in:
Clean up
41 lines of code changed in:
translucent explosion
1 lines of code changed in:
Cube map
4 lines of code changed in:
Furthest to nearest
1 lines of code changed in:
Sort translucent objects furthest to nearest
17 lines of code changed in:
Spelling
17 lines of code changed in:
not inline, move translucent rendering
9 lines of code changed in:
move translucent rendering into specific drivers
16 lines of code changed in:
explosion translucent
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durn off depth writing for translucence
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non virtual
1 lines of code changed in:
Camera works better as part of Draw
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hidden and culled
6 lines of code changed in:
Prerender on background
1 lines of code changed in:
Move camera out of draw
9 lines of code changed in:
water is transluctent
1 lines of code changed in:
render translucents
4 lines of code changed in:
no parameters
2 lines of code changed in:
Prerender
2 lines of code changed in:
Prerender and translucent
20 lines of code changed in:
Local matrix
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Give matrix to SendMatrixData
2 lines of code changed in:
Pass matrix to SendMatrixData
also add translucent handling
33 lines of code changed in:
Update: metric'able togglable lighting
25 lines of code changed in:
make protected, I need to get at them.
1 lines of code changed in:
Improve exporting
3 lines of code changed in:
Improve c formatting functions
24 lines of code changed in:
update project
0 lines of code changed in:
fix compile
3 lines of code changed in:
ODE 0.7
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pick the callback
2 lines of code changed in:
small update
1 lines of code changed in:
Use the draw callback
26 lines of code changed in:
Tweak draw
17 lines of code changed in:
don't query opengl for the state of lights
remove old debugging code
3 lines of code changed in:
Remove Mercad
11 lines of code changed in:
Add direct inclusion for LIB's
151 lines of code changed in:
Realistically a static lib project.
1973 lines of code changed in:
oops... gotta return a value
1 lines of code changed in:
Fix compile in DEV-C++
193 lines of code changed in:
Oops. Forgot to register the loadable model
3 lines of code changed in:
Don't do the function if we are just going to return
4 lines of code changed in:
Cleanup goofy refrence and pointer stuff
8 lines of code changed in:
Light tweaks
1 lines of code changed in:
Use tainted matrices for textures
21 lines of code changed in:
Init
6 lines of code changed in:
Cleanup
2 lines of code changed in:
Bitwise or the changes together
18 lines of code changed in:
If there was a change, return true.
3 lines of code changed in:
taint on moves
9 lines of code changed in:
Don't step world or objects if time is 0
4 lines of code changed in:
non const
1 lines of code changed in:
Private to require use of accessor
17 lines of code changed in:
Only do matrix calculations if the object was tainted. Otherwise just use the last matrix we calculated.
57 lines of code changed in:
don't keep updating if the dTime is zero
5 lines of code changed in:
tainted matrix flag (requires use of accessors)
22 lines of code changed in:
Only use accessors for position, scaling, and rotation
15 lines of code changed in:
remove mercad
0 lines of code changed in:
Init after SetName
75 lines of code changed in:
remove unneeded
0 lines of code changed in:
Fix lights with particles
1 lines of code changed in:
Init
11 lines of code changed in:
Catch lights that are not initalized since lights may not always be added with AddObject()
1 lines of code changed in:
Init
36 lines of code changed in:
Init
48 lines of code changed in:
Init
4 lines of code changed in:
Init
2 lines of code changed in:
Init spawned objects
2 lines of code changed in:
Catch uninitalized
Init spawned objects
4 lines of code changed in:
Init
42 lines of code changed in:
Catch uninitalized things
8 lines of code changed in:
Init
23 lines of code changed in:
Fix missing graphic
1 lines of code changed in:
Init() should most likely be done first incase we need to change a default init later on
41 lines of code changed in:
remove billboarded sprite
0 lines of code changed in:
Fix comment
1 lines of code changed in:
Add ScreenTest to the project
8 lines of code changed in:
Fix broken loading of the same texture
8 lines of code changed in:
Add initial blank ScreenTest used for testing and debugging
107 lines of code changed in:
Add ScreenTest
4 lines of code changed in:
I think this pipelines slightly better
1 lines of code changed in:
up
3 lines of code changed in:
Billboarding test sprite
13 lines of code changed in:
Fix projection scaling and alignment
6 lines of code changed in:
billboard (still kinda broken)
18 lines of code changed in:
Fix signed/unsigned warning
2 lines of code changed in:
Fix picking lights
17 lines of code changed in:
Don't double-read parameters as commands
3 lines of code changed in:
The memory manager should start _after_ we finalize all of the commands
5 lines of code changed in:
multiline warning
1 lines of code changed in:
Correct the RTTI for MercuryParticleField
1 lines of code changed in:
Fix SetDiffuse warning on main screen
1 lines of code changed in:
Screens are objects too!
2 lines of code changed in:
Make ODE Objects registered types
2 lines of code changed in:
Oops, forgot to take that out
0 lines of code changed in:
Add clone support and fix compile on VC
86 lines of code changed in:
Add provisions for being a clone (don't mess with the inner geometry)
3 lines of code changed in:
Allow for a typecast of MStrings on VC, and don't do it on linux
7 lines of code changed in:
Add copy constructor to MDeque
21 lines of code changed in:
fix linux run
2 lines of code changed in:
removing files which are autogenerated by ./autogen.sh
0 lines of code changed in:
add GameForBlind to linux build
4 lines of code changed in:
renamed BLIP2.WAV to blip2.wav for linux compatibility
45 lines of code changed in:
Fix bounding boxes on menu
2 lines of code changed in:
FIX: Don't warn when physhit is performed.
No need to upgrade either,
1 lines of code changed in:
Fix compile in linux
3 lines of code changed in:
major oops!!!! no windows.h or messagebox
0 lines of code changed in:
optimize.
One of the optimizations I am making is to not do error checking after every single one of the draw geometries
15 lines of code changed in:
cleanp warning and speedup
1 lines of code changed in:
Make use of the global one and global zero vectors
3 lines of code changed in:
Cleanup warning, and add gpOne and gpZero for 0,0,0 and 1,1,1 points
12 lines of code changed in:
Cleanup
37 lines of code changed in:
Command-up MercuryObject.cpp
31 lines of code changed in:
Add 0-4 parameter arguments
115 lines of code changed in:
Added functionality
2 lines of code changed in:
Base the EnumerateCommands and Command() functions, so classes don't need them.
50 lines of code changed in:
Fix copying
43 lines of code changed in:
Do linkage prefixing and suffixing to make it unessiary to stick stuff in the definitions file.
76 lines of code changed in:
Rename GetObjectByName to GetODEObjectByName
10 lines of code changed in:
MHash resizes
40 lines of code changed in:
Add doubles-prime generation program
12 lines of code changed in:
Pick 3 lights per mesh.
This mostly works, but is still not 100% correct.
119 lines of code changed in:
Add DLL-exportable static commands.
61 lines of code changed in:
Switch it back; MercuryObject dualy abstracts
47 lines of code changed in:
Finalize the object types and their commands.
2 lines of code changed in:
TGA Loader
4 lines of code changed in:
Add direct callback calls and move the object class register
49 lines of code changed in:
Add direct-class callback system
148 lines of code changed in:
Allow PSElements to be intrinsically typecasted
6 lines of code changed in:
Change inheritance so it's linear
7 lines of code changed in:
Tweak 24-bit support
2 lines of code changed in:
Image Loader Targa (Truevision)
145 lines of code changed in:
Allow for 0's to be in fingerprints of images
5 lines of code changed in:
Protect the code from quaz--pixel-shader supported cards/drivers
30 lines of code changed in:
FIX: Failed run on systems that do not have pixelshaders
8 lines of code changed in:
Tweak
3 lines of code changed in:
Brightness to object
15 lines of code changed in:
const
4 lines of code changed in:
ImageLoader JPEG -- NOTE: This does not work out-of-box! We do not suggest its general use, it exists only if you really wanna use it.
263 lines of code changed in:
Fix hashing function
2 lines of code changed in:
FIX: Don't fail if the fingerprint isn't recognized.
6 lines of code changed in:
Self-register the image loaders
69 lines of code changed in:
Make the c button actually make sense
2 lines of code changed in:
Small fixes
0 lines of code changed in:
Project updates
20 lines of code changed in:
allow robot to have more full range of view
4 lines of code changed in:
clean up code for internet-image loading
2 lines of code changed in:
clean up code
1 lines of code changed in:
do the reset of the frustum clipping planes when loading a new screen
9 lines of code changed in:
Update - with doxy links
0 lines of code changed in:
Add a logo image for general purpose use
0 lines of code changed in:
Don't double-load image files
16 lines of code changed in:
Fix
1 lines of code changed in:
add ezSockets
7 lines of code changed in:
Update - fix string
and
we're now the Mercury Game Engine
4 lines of code changed in:
add ezSockets
8 lines of code changed in:
Mercury File Driver NET!
Prefix whatever you want with http://!
173 lines of code changed in:
Fix Warning
1 lines of code changed in:
ezSockets. MercurySockets will be something that lie ontop of ezSockets
1066 lines of code changed in:
Fix threading issues
20 lines of code changed in:
Fix compile VC6
3 lines of code changed in:
Tweaks
4 lines of code changed in:
Updates
4 lines of code changed in:
small updates
2 lines of code changed in:
metric
1 lines of code changed in:
Last update before I check in the Doxy links. Sadly, SF.net web space is down now.
0 lines of code changed in:
Hack to move water bump texture
15 lines of code changed in:
Checking in changes
0 lines of code changed in:
water.png as the bump map and scale it
4 lines of code changed in:
Multiply texture 0 by texture matrix 0
1 lines of code changed in:
*** empty log message ***
40 lines of code changed in:
Forgot to set to NULL when done
2 lines of code changed in:
Add clip plane functionality
42 lines of code changed in:
Add accessor to get currently rendering screen
10 lines of code changed in:
checking in document
0 lines of code changed in:
Version 2. Still a long way to go
0 lines of code changed in:
a new general info document
0 lines of code changed in:
RTTI.
54 lines of code changed in:
fix license
25 lines of code changed in:
remove the handbook. It's too old to be useful and it was not in the docs folder
0 lines of code changed in:
frustum culling
155 lines of code changed in:
indent
1 lines of code changed in:
use shaders
2 lines of code changed in:
Multitexture through fragment shader
34 lines of code changed in:
Put some bindings in for GLSL texel variables
25 lines of code changed in:
allow the user to move the block
5 lines of code changed in:
A bit of a more interesting example
8 lines of code changed in:
Make water not pixelshaded, and make a new object for pixel shading testing
43 lines of code changed in:
Change: TEMPORARILY allow lighting to be turned on and off independent of pixel shaders. We may want to figure out a better way of controlling lighting with pixel shaders. Also, do per-material pixel shaders in EnableTextures.
22 lines of code changed in:
FIX: Set the default pixel shader to -1
1 lines of code changed in:
*** empty log message ***
9 lines of code changed in:
enable pixelshader cleaner
1 lines of code changed in:
Update water
8 lines of code changed in:
CURRENTLY BREAKING MERCURY. Will be fixed soon. Turn on pixel shaders.
10 lines of code changed in:
Make materials able to compile their own shaders.
22 lines of code changed in:
Water texture
1 lines of code changed in:
Add water texture shaders (NOT YET IN PLACE)
0 lines of code changed in:
Add water texture
13 lines of code changed in:
Virtualize, and make public compiler shader
3 lines of code changed in:
int MercuryOGL::CompileShader (MString, MString) now compiles a shader and returns an integer glslang ID
19 lines of code changed in:
Fix compile in win32
3 lines of code changed in:
Textures working
2 lines of code changed in:
*** empty log message ***
2 lines of code changed in:
Shaders now textured, but still no directional light or shpere map
44 lines of code changed in:
Fix minor leak
2 lines of code changed in:
ok, this is counter-intuitive; but we can't realistically tell the memory manager we're freeing data since that very data is moving around on us. Vector is a core data structure and is known not to leak as of now. In order to make more sense of the data, we have to just throw out any possibilities of vector insertion/deletion messing us up.
ALSO... Fix MHash
24 lines of code changed in:
Fix broken headers
2 lines of code changed in:
64bit crash handler
15 lines of code changed in:
Update to compile for 64bit linux compile
26 lines of code changed in:
FIX: Actually use the proper case in the file names.
6 lines of code changed in:
FIX: Actually commit this stuff as binary!
0 lines of code changed in:
crap. removed
0 lines of code changed in:
change cases of png's
0 lines of code changed in:
fix alternate fire in linux
1 lines of code changed in:
ODE Fluid in linux!
1 lines of code changed in:
holy crap the entire linux problem was with the reflection in the marble!
1 lines of code changed in:
Fix draw order of shots
3 lines of code changed in:
Fix compile
6 lines of code changed in:
*** empty log message ***
6 lines of code changed in:
Add shutdown for the object register. One could in theory just print out all the remaining objects.
8 lines of code changed in:
Don't add the background; it isn't used anyway.
3 lines of code changed in:
Add destructor for the theme
1 lines of code changed in:
Fix: No threads.
2 lines of code changed in:
oops forgot; let's not keep a refcount of the vector
1 lines of code changed in:
Go back around and properly destroy stuff to prevent multiple-in-place-news
58 lines of code changed in:
tweak: make gravity gun less powerful.
1 lines of code changed in:
polish gravity gun thing
1 lines of code changed in:
Fix warnings and add gravity gun
69 lines of code changed in:
fix fluid
14 lines of code changed in:
Add fluid to project
8 lines of code changed in:
Fix coke explosion to prevent negetive force.
2 lines of code changed in:
Reduce mouse sensitivity.
15 lines of code changed in:
water.
33 lines of code changed in:
Still needs to be checked on all architectures; but union the MString in PStacks.
This has two distinct benifitis:
1) Less general constructor time; making a blank string takes a while
2) Less space; MStrings are 12 bytes long, that's more than the size of a PSElement.
26 lines of code changed in: