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Gloom
Authorship: 100% skyjake
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March 2020
2020-03-01
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Compiling without the Gloom audio system
February 2020
2020-02-25
Client
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Fixed
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Crash after dismissing fatal error message box
2020-02-17
Renderer
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Setting up a test light/entity
2020-02-16
Fixed
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Camera positioning (Y axis)
2020-02-14
Fixed
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Apply VGA aspect correction
2020-02-14
Debug
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Renderer
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Script function to set debug mode
2020-02-14
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Adapting old view matrices
2020-02-13
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Disable the rotating test sky light
2020-02-13
Fixed
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Inverted normals since world is mirrored
2020-02-12
Renderer
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Update plane movement animations
2020-02-12
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Animate plane Y positions using the vertex shader
2020-02-11
Renderer
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Brute force plane heights update
2020-02-10
Cleanup
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Updates to work better with Doomsday
July 2018
2018-07-18
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Loop rate no longer affects window refresh rate
2018-07-18
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Improved frame brightness sampling
2018-07-17
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Slight adjustment to frame brightness evaluation
2018-07-17
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Evaluate frame brightness on the GPU
2018-07-15
GloomEd
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Update map package contents; load in Gloom app
2018-07-15
GloomEd
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Send a "loadmap" command to the viewer app
2018-07-15
Cleanup
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Cleanup
2018-07-13
GloomEd
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Set up IPC between editor and viewer using UDP
2018-07-09
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Changed mouse look to toggle grab on mouse click
2018-07-08
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Run as a Qt application
2018-07-08
OS X
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Install needed shared libraries into Gloom.app
2018-07-01
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Removing Qt dependencies
2018-07-01
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Removing Qt dependencies; use new OpenGL bindings
2018-07-01
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Removing Qt dependencies
May 2018
2018-05-31
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Define Doom linedef flags
2018-05-30
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Apply a vertical aspect ratio fix for certain textures
2018-05-30
Fixed
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Refresh assets when loading the map; fixed map unit conversions
2018-05-24
Added
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Added a "meters per map unit" 3D scaling factor
2018-05-21
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Working on map package export and loading
2018-05-17
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Loading requested materials
2018-05-16
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Setting up Gloom world assets (map, material)
2018-05-15
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Include ppm in the materials
2018-05-14
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Exporting a map package with materials
2018-05-13
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Map importer is able to read both flat and texture images
2018-05-13
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Testing texture loading during map import
2018-05-12
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Set textures for each wall and plane based on WAD level
2018-05-11
Cleanup
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Cleanup
2018-05-11
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Improved robustness of map import
2018-05-11
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Handling spurious sector lines during import
2018-05-10
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Importing a level using the Hexen format
2018-05-09
Debug
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Commented out a bunch of debug prints
2018-05-09
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Further fixes for map import and polygon processing
2018-05-08
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Improved contour processing during map import
2018-05-08
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Handling various special cases in polygon triangulation
2018-05-07
Added
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Added a "Find Point" function (Ctrl/Cmd-F) in Points mode
2018-05-07
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More robust polygon triangulation
2018-05-07
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Conflicting variable names
2018-05-06
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Simple dialog for picking which map to import from a WAD
2018-05-06
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Detect sky planes
2018-05-06
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Building polygons out of map lines; improved triangulation
April 2018
2018-04-23
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Importing a Doom-format map
2018-04-22
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Working on importing level data from WAD files
2018-04-22
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Promoted Gloom from a test app to a regular app
2018-04-18
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Patching up shadow map seams
2018-04-18
Added
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Added a PBR test material
2018-04-18
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Refraction offset depends on volumetric distance
2018-04-18
Cleanup
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Cleanup
2018-04-06
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Trying out some shadow expanders
2018-04-05
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Convert metallic/roughness textures to specular/gloss
2018-04-03
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Tweaking directional shadow maps to fix wall/plane gaps
2018-04-02
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Further transparency tweaks
2018-04-02
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Material flags as part of texture metrics; transparency tweaks
2018-04-02
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Improved transparent surface shader
2018-04-01
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Working on transparent surfaces (refraction)
2018-04-01
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Binding lighting uniforms
2018-04-01
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Split the global light shader to reusable parts
March 2018
2018-03-31
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Separate shader include for multiple omni lights
2018-03-31
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Promote lights for shading during global lighting pass
2018-03-31
Fixed
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Per-material texel scale; fixed bugs with transparent geometry
2018-03-31
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Working on transparent surfaces; disabled environment audio
2018-03-31
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Setting up rendering of transparent surfaces
2018-03-29
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Select which lights will cast shadows in the frame
2018-03-29
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Tweaked test materials and ambient light intensity
2018-03-26
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Editor shows entity types as labels
2018-03-26
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Renamed the omni shadows geometry shader
2018-03-26
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Apply displacement in omni shadows
2018-03-25
Cleanup
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Depth displacement cleanup
2018-03-25
Fixed
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Fixed crash in editor after deleting points
2018-03-25
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Apply displacement in directional shadows; rotating world light
2018-03-25
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Reorganized shaders (texture coordinates)
2018-03-25
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Material displacement affects depth values in G-buffer
2018-03-25
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Editor hit tests lines in view space
2018-03-24
Cleanup
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Shader cleanup
2018-03-24
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Editor improvements
2018-03-24
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Build multiple planes
2018-03-23
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Flipped ceiling tangents
2018-03-23
Fixed
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Fixed entity selection (use view coords)
2018-03-22
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Assigning materials to lines and planes
2018-03-21
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Specify materials for lines and planes in the Map
2018-03-20
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Moving planes vertically
2018-03-20
Cleanup
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Cleanup
2018-03-20
Added
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Added new editor modes for planes, volumes
2018-03-20
Fixed
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Fixed texture access issue
2018-03-20
Added
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Added a DataBuffer helper
2018-03-20
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Fixes for Windows and Nvidia shader compiler
2018-03-19
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Revising editor for 3D coordinate use, view rotation
2018-03-19
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Make a distinction between map points and world coordinates
2018-03-18
Added
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Added a separate class for materials
2018-03-18
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Use texture buffers for materials, planes, and SSAO noise
2018-03-17
Fixed
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Allocate a fixed number of shadow maps
2018-03-17
Cleanup
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Cleanup
2018-03-17
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Measure rendering time
2018-03-13
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Minor tweaks
2018-03-13
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Splitting lines
2018-03-11
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Basic file management (open, save, save as)
2018-03-07
Added
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Added Bloom; adjusting tone mapping again
2018-03-07
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Release shared vertex buffer when last user deinitializes
2018-03-07
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All ScreenQuads share the same GLBuffer
2018-03-05
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More tone mapping
2018-03-04
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Parallax mapping
2018-03-04
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Simple parallax mapping
2018-03-04
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Heightmap for testing
2018-03-04
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Tangents in addition to normals
2018-03-04
Added
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Added more test models; normal mapping for entities
2018-03-03
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G-buffer contains full set of buffers to describe materials
2018-03-03
Cleanup
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Cleanup
2018-03-03
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G-buffer contains material+UV instead of colors
2018-03-03
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Fetching material texture colors in shaders
2018-03-03
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Separate atlases for each texture map type
2018-03-02
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Entity shaders in separate files; texture scale in metrics
2018-03-02
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Brighter test lights
2018-03-02
Cleanup
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Cleanup
2018-03-02
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Render omni shadows and use them when shading
2018-03-01
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Correct shadow cube face orientations
February 2018
2018-02-28
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Use shadow cubes when rendering light sources
2018-02-28
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Working on shadow cube maps
2018-02-27
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Use a cube map for the sky
2018-02-27
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Use a shadow sampler for the depth map
2018-02-27
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Don't allow tone mapping to increase brightness too much
2018-02-26
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Sample frame brightness for HDR exposure adjustment
2018-02-25
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Checking out some tone mapping
2018-02-25
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Render the directional light during the GI pass
2018-02-25
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Use stencil test to mask light volumes
2018-02-25
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Working on the deferred shading pass
2018-02-24
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Simple menu for changing entity type
2018-02-24
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Clamp shadow to border
2018-02-24
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Working on shadow map shading
2018-02-23
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Working on directional light shading
2018-02-23
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Render shadows for surfaces and entities
2018-02-23
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Rendering shadows; cleaned up shaders
2018-02-22
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Setting up lights for rendering shadow maps
2018-02-22
Added
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Added LightRender and create a depth-only FBO
2018-02-22
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Tuned SSAO blur
2018-02-22
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Simplified user physics
2018-02-21
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Tweaking the SSAO shaders
2018-02-21
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Apply edge-aware denoising on the SSAO occlusion factors
2018-02-21
Cleanup
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SSAO buffer has second channel for depth; cleanup
2018-02-20
Cleanup
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Cleanup; adding a separate buffer for AO factors
2018-02-20
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Basic SSAO shader implementation
2018-02-19
Added
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Added ScreenQuad and SSAO
2018-02-19
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Determining fragment view space position from gbuffer
2018-02-19
Cleanup
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Cleanup
2018-02-19
Added
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Cleanup
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Refactor
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Reorganized files; added Render base class
2018-02-18
Added
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Added GBuffer with 16f color and normals
2018-02-18
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Keeping objects on planes; checking floor at world position
2018-02-18
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Map has entities; render entities are instanced models
2018-02-17
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Static surface texture angle
2018-02-17
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Texture offsets (front, back); merged index attributes
2018-02-17
Added
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Cleanup
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Added texture offsets buffer; cleanup in MapRender
2018-02-17
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Back surfaces are left-aligned as well
2018-02-17
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Moving planes; rendering front and back sides differently
2018-02-16
Cleanup
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Cleanup
2018-02-15
CMake
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Tweaking the build for Windows
2018-02-14
Cleanup
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Cleanup; calculating plane points
2018-02-14
Cleanup
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Cleanup and minor fixes
2018-02-14
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Improved sector construction method
2018-02-13
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Changing the Sector representation
2018-02-12
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Sector polygon manipulation in the editor
2018-02-11
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Creating sectors; building the map from Editor
2018-02-10
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Persistent map; undo stack; adding and removal lines
2018-02-10
Tests
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Working on a simple editor
2018-02-10
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Vertex flags control texture coordinate generation
2018-02-10
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Triangulate plane polygons
2018-02-10
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Jump control for the user
2018-02-09
Cleanup
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Polygon manipulation; splitting to convex parts; cleanup
2018-02-08
Cleanup
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Shaders
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Cleanup
2018-02-08
Added
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Added a texels-per-meter scale
2018-02-08
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Loading and rendering textures from atlas
2018-02-08
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Controlling user view height; flipped gravity
2018-02-06
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Working on constructing map geometry
2018-02-06
Added
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Added namespace; flipped Y axis; defined basic map structure
2018-02-06
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Simple mouse look
2018-02-06
Added
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Tests
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Added a bottom face to the skybox
2018-02-05
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Imported a bunch of previously written test code