Browse logs with clarity: filter by type/year, search text, and inspect parsed commit details.

2100Total Files
2088SVN Logs
12Git Changelogs
2100Filtered Results

Detail

2012.01.10.Log0409.txt

📄SVN 📅2012-01-10 💾3,1 KB 8 Parsed entries CON FIX

Revision r2246

md4.c/h: add consts to appropriate arguments

Revision r2245

sounds.c: check the sound number before accessing arrays with it; always do
this in "(unsigned)i < bound" fashion.

Revision r2244

trivial formatting / removing of old cruft / adding comments

Revision r2243

animvpx sound: fix the 'may have many sounds per frame' requirement

E.g. this should work correctly now:
// FLY_BY, PIPEBOMB_EXPLODE, OCTA_DYING
animsounds logo { 1 244  64 14  64 144 }

Revision r2242

Possibility of specifying sounds for a VPX anim-replacement via DEF.

The syntax is as follows:
  animsounds <anim> { frame1 sound1  frame2 sound2 ... }

<anim> has to be one of the tokens: cineov2, cineov3, RADLOGO, DUKETEAM,
logo, vol41a, vol42a, vol4e1, vol43a, vol4e2, or vol4e3, corresponding
to hard-coded Duke3D anims.

The frameN's (1-based frame numbers) have to be in ascending order (but not
necessarily strictly ascending, so that a frame may have more than one sound).

Example: for Duke3D's XBLA nuke logo animation (IVF extracted from nuke.webm),
the following definition overlays the video with a sound sequence similar
(identical save for timing) to the original nuke animation:

// frame 1: FLY_BY, frame 64: PIPEBOMB_EXPLODE
animsounds logo { 1 244  64 14 }

Revision r2241

In VPX 3 planed --> packed conversion code, pull constant expressions out of
the loop.  For the release build and the test animation, this lowers the time
to 3-4 ms per conversion of one frame on my desktop machine.

Revision r2240

maint: make the following static in polymost.c:
 - texcacheindex *firstcacheindex, *curcacheindex
 - trytexcache(), gloadtile_cached()
- Factor out duplicated code into clear_cache_internal()

Revision r2239

Makefile.common: oops, -DNEBUG was in the debug build, not the release one
------------------------------------------------------------------------
Raw Content
------------------------------------------------------------------------
r2247 | helixhorned | 2012-01-10 15:45:34 -0800 (Tue, 10 Jan 2012) | 1 line

a couple more trivial tweaks
------------------------------------------------------------------------
r2246 | helixhorned | 2012-01-10 15:45:08 -0800 (Tue, 10 Jan 2012) | 1 line

md4.c/h: add consts to appropriate arguments
------------------------------------------------------------------------
r2245 | helixhorned | 2012-01-10 15:44:49 -0800 (Tue, 10 Jan 2012) | 2 lines

sounds.c: check the sound number before accessing arrays with it; always do
this in "(unsigned)i < bound" fashion.
------------------------------------------------------------------------
r2244 | helixhorned | 2012-01-10 15:44:35 -0800 (Tue, 10 Jan 2012) | 1 line

trivial formatting / removing of old cruft / adding comments
------------------------------------------------------------------------
r2243 | helixhorned | 2012-01-10 15:44:09 -0800 (Tue, 10 Jan 2012) | 5 lines

animvpx sound: fix the 'may have many sounds per frame' requirement

E.g. this should work correctly now:
// FLY_BY, PIPEBOMB_EXPLODE, OCTA_DYING
animsounds logo { 1 244  64 14  64 144 }
------------------------------------------------------------------------
r2242 | helixhorned | 2012-01-10 15:43:54 -0800 (Tue, 10 Jan 2012) | 18 lines

Possibility of specifying sounds for a VPX anim-replacement via DEF.

The syntax is as follows:
  animsounds <anim> { frame1 sound1  frame2 sound2 ... }

<anim> has to be one of the tokens: cineov2, cineov3, RADLOGO, DUKETEAM,
logo, vol41a, vol42a, vol4e1, vol43a, vol4e2, or vol4e3, corresponding
to hard-coded Duke3D anims.

The frameN's (1-based frame numbers) have to be in ascending order (but not
necessarily strictly ascending, so that a frame may have more than one sound).

Example: for Duke3D's XBLA nuke logo animation (IVF extracted from nuke.webm),
the following definition overlays the video with a sound sequence similar
(identical save for timing) to the original nuke animation:

// frame 1: FLY_BY, frame 64: PIPEBOMB_EXPLODE
animsounds logo { 1 244  64 14 }
------------------------------------------------------------------------
r2241 | helixhorned | 2012-01-10 15:43:33 -0800 (Tue, 10 Jan 2012) | 3 lines

In VPX 3 planed --> packed conversion code, pull constant expressions out of
the loop.  For the release build and the test animation, this lowers the time
to 3-4 ms per conversion of one frame on my desktop machine.
------------------------------------------------------------------------
r2240 | helixhorned | 2012-01-10 15:43:18 -0800 (Tue, 10 Jan 2012) | 4 lines

maint: make the following static in polymost.c:
 - texcacheindex *firstcacheindex, *curcacheindex
 - trytexcache(), gloadtile_cached()
- Factor out duplicated code into clear_cache_internal()
------------------------------------------------------------------------
r2239 | helixhorned | 2012-01-07 12:37:48 -0800 (Sat, 07 Jan 2012) | 1 line

Makefile.common: oops, -DNEBUG was in the debug build, not the release one
------------------------------------------------------------------------