File di log originale · 20110820-1982.txt
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r1982 | plagman | 2011-08-20 14:06:00 -0700 (Sat, 20 Aug 2011) | 7 lines
Polymer: fix external view.
Some of the ROR code was operating under the assumption that drawasks
always correspond to one call of polymer_displarooms(), but that's not
necessarily the case; external view draws all sectors from the top
polymer_drawrooms(), which was causing crashes. Just ignore the sector
mask queues in external view mode, we already don't draw masked walls.
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r1981 | plagman | 2011-08-20 14:05:49 -0700 (Sat, 20 Aug 2011) | 4 lines
Polymer: propagate lights across vertical boundaries.
Check all the bunch siblings if we get a floor/ceiling hit and walk
them if their own planes hit.
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r1980 | plagman | 2011-08-20 14:05:38 -0700 (Sat, 20 Aug 2011) | 17 lines
Polymer: add preliminary support for sector masks.
When walking the sectors in displayrooms, detect floor/sector masks to
place them in a mask queue. The queues are allocated on the heap, but
a stack pointer is maintained by the displayrooms to allow it to play
nice with mirror recursion.
Right now the masks are drawn after all of drawmasks is finished; that
means you can see sprites and wall masks through sector masks, but not
the opposite. There is a slight attempt at blending far to near, but
nothing too conclusive yet; that means that in some cases some sector
masks won't be visible through other sector masks, but it should work
for trivial cases.
The next step would be to copy all the drawmasks logic into Polymer
and have it (attempt to) properly interleave sector masks where they
belong in the blending order.
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r1979 | plagman | 2011-08-20 14:05:24 -0700 (Sat, 20 Aug 2011) | 4 lines
Polymer: Don't draw 1-way walls twice.
Previously they would get counted both as 1-way walls for immediate
drawing and as mask walls for delayed drawing.
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r1978 | plagman | 2011-08-20 14:05:14 -0700 (Sat, 20 Aug 2011) | 3 lines
Polymer: Don't bother fogcalc()ing invisible planes.
Doesn't actually matter that much.
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r1977 | plagman | 2011-08-20 14:05:04 -0700 (Sat, 20 Aug 2011) | 8 lines
Polymer: handle floor/ceiling translucency.
Assigns the right alpha value to floor/ceiling planes if their
translucency bits are set and make sure that changing the cstat now
triggers an update of the material for editing purposes.
This doesn't do anything by itself, but will be needed to correctly
draw floor/ceiling masks.
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r1976 | plagman | 2011-08-20 14:04:53 -0700 (Sat, 20 Aug 2011) | 4 lines
Polymer: Reorganize main displayrooms loop a bit.
When walking the sectors, put more drawing work between queuing and
reaping the occlusion queries to potentially make them more efficient.
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r1975 | plagman | 2011-08-20 14:04:42 -0700 (Sat, 20 Aug 2011) | 5 lines
Polymer: Correct(er) TROR walking.
Enumerate the vertical siblings of each walked sector and check them
against the current frustum. No occlusion queries yet, but that should
correct any missing sectors until a flaw in that logic is discovered.
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r1974 | plagman | 2011-08-20 14:04:28 -0700 (Sat, 20 Aug 2011) | 4 lines
Polymer skeleton cleanup.
Reorganize polymer.c a bit to match the order of prototypes from the
header, move macros from the middle into the header.
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r1973 | helixhorned | 2011-08-20 04:54:16 -0700 (Sat, 20 Aug 2011) | 1 line
disable undo/redo editor feature until I can debug the disappearing sprites
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fix external view.
Some of the ROR code was operating under the assumption that drawasks
always correspond to one call of polymer_displarooms(), but that's not
necessarily the case; external view draws all sectors from the top
polymer_drawrooms(), which was causing crashes. Just ignore the sector
mask queues in external view mode, we already don't draw masked walls.
propagate lights across vertical boundaries.
Check all the bunch siblings if we get a floor/ceiling hit and walk
them if their own planes hit.
add preliminary support for sector masks.
When walking the sectors in displayrooms, detect floor/sector masks to
place them in a mask queue. The queues are allocated on the heap, but
a stack pointer is maintained by the displayrooms to allow it to play
nice with mirror recursion.
Right now the masks are drawn after all of drawmasks is finished; that
means you can see sprites and wall masks through sector masks, but not
the opposite. There is a slight attempt at blending far to near, but
nothing too conclusive yet; that means that in some cases some sector
masks won't be visible through other sector masks, but it should work
for trivial cases.
The next step would be to copy all the drawmasks logic into Polymer
and have it (attempt to) properly interleave sector masks where they
belong in the blending order.
Don't draw 1-way walls twice.
Previously they would get counted both as 1-way walls for immediate
drawing and as mask walls for delayed drawing.
Don't bother fogcalc()ing invisible planes.
Doesn't actually matter that much.
handle floor/ceiling translucency.
Assigns the right alpha value to floor/ceiling planes if their
translucency bits are set and make sure that changing the cstat now
triggers an update of the material for editing purposes.
This doesn't do anything by itself, but will be needed to correctly
draw floor/ceiling masks.
Reorganize main displayrooms loop a bit.
When walking the sectors, put more drawing work between queuing and
reaping the occlusion queries to potentially make them more efficient.
Correct(er) TROR walking.
Enumerate the vertical siblings of each walked sector and check them
against the current frustum. No occlusion queries yet, but that should
correct any missing sectors until a flaw in that logic is discovered.
Engine
Polymer skeleton cleanup.
Reorganize polymer.c a bit to match the order of prototypes from the
header, move macros from the middle into the header.
Engine
Già presente nella build
1973
disable undo/redo editor feature until I can debug the disappearing sprites