Zachary Pavlov
7a052ec814
it can't be this easy, can it?
2009-01-07 04:43:17 +00:00
rdb
ecb6b7f507
Made comment less confusing, suggestion from _Hypnos
2009-01-06 17:21:47 +00:00
David Rose
6090507c4c
need true mutexes in a few places for vertex paging
2008-12-31 20:22:27 +00:00
rdb
2d648de716
Added color scale, and some TextureStage blend modes.
2008-12-31 11:17:56 +00:00
David Rose
807cae3bfa
fix for incorrect within events
2008-12-31 01:12:22 +00:00
David Rose
b4871afe1f
a little better yielding during resize texture
2008-12-31 00:03:44 +00:00
David Rose
36946ca4af
still more fixes for reload()
2008-12-30 23:30:30 +00:00
David Rose
961b21115d
incorporate Clemens Pecinovsky's dynamic_merge optimization
2008-12-30 00:43:43 +00:00
David Rose
e4a154ea4e
we don't really need UH_client
2008-12-30 00:42:19 +00:00
David Rose
f35a2d2a9a
fix reload some more
2008-12-30 00:42:04 +00:00
David Rose
6750577676
assert that Task is not null
2008-12-29 15:59:51 +00:00
rdb
82a071864c
Fix crash
2008-12-29 15:38:51 +00:00
David Rose
d452b4dbf6
fix runaway controls task
2008-12-28 20:04:50 +00:00
rdb
f5eaaf86a1
Added wheel_left and wheel_right
2008-12-28 18:48:33 +00:00
rdb
8f95e65bc0
Optimized the get_ram_image_as function more
2008-12-28 15:02:45 +00:00
treeform
83803724e6
i was working on openAL and found one bug which would cause infinite
...
loop when if avcodec_decode_audio (ffmpeg function) returned 0 in the
loop its in and when fixed in the loop above it.
see post http://panda3d.org/phpbb2/viewtopic.php?p=30331#30331
most changes are to ffmpegAudioCursor.cxx and movieAudio.h
It basically changes to proper error handling with 0 as DONE
- if (len < 0) {
+ if (len <= 0) {
and create a give up counter
+ // give up after 100 tries to fetch data
+ int give_up_after = 100;
+
+ while (desired && give_up_after > 0) {
+ give_up_after --;
and some helpful debug messages for the next poor coder to step into this code.
2008-12-28 06:24:14 +00:00
David Rose
889ccb9860
remove bogus assert
2008-12-27 02:21:33 +00:00
David Rose
a32fe74070
3-stage multitexture
2008-12-27 02:21:22 +00:00
David Rose
a9825fe78f
texgen
2008-12-27 01:42:50 +00:00
David Rose
ea2f07943a
supports_stencil
2008-12-26 23:00:01 +00:00
David Rose
7a3d75d331
get_supports_stencil
2008-12-26 20:07:32 +00:00
rdb
f2f1ebf213
Added Texture::get_ram_image_as
2008-12-25 20:29:02 +00:00
rdb
1770e50147
Fix annoying compiler warnings
2008-12-25 14:27:20 +00:00
David Rose
f7770ced0d
limit re-queueing of texture load requests
2008-12-25 00:47:10 +00:00
David Rose
9d1bba55aa
clarify complex if logic
2008-12-25 00:07:24 +00:00
David Rose
7dc6ea0356
asynchronous load priorities
2008-12-24 22:55:22 +00:00
David Rose
7fcf84909a
less-restrictive instance_to: return existing instance if it already exists
2008-12-24 21:07:39 +00:00
David Rose
a31d6cbc37
minor warning fix
2008-12-24 01:29:24 +00:00
David Rose
eccea893f3
fix crash when no active tasks
2008-12-24 00:44:55 +00:00
David Rose
00a3bd8462
implement timeouts via non-blocking connects
2008-12-23 23:59:55 +00:00
David Rose
3f591aabc8
expose xel to Python
2008-12-23 23:59:41 +00:00
David Rose
31d75582a3
egg-optchar -defpose
2008-12-23 20:41:31 +00:00
treeform
fcc8ee33b6
My shader system operates on many types of maps: color(RGB), alpha,
...
bump, lumma, specular, nomral(UVW), damage, team color ... That are
all stored in different formats of packed and unpacked ways.
Not all objects have all of the maps. If an object has color and spec
map i can easy pack it into red,green,blue,spec texture.
If a object has color,lumma,specular,normal map again i can pack it
most effective in 2 textures (rgbl + suvw).
I needed a way to repack them easily. At first i coded the function
in python and it was pretty slow. So I rewrote it in c++.
2008-12-22 23:43:08 +00:00
rdb
1154fb7daa
Added init_type for MeshDrawer
2008-12-22 06:55:58 +00:00
treeform
bdfa9c64e3
added some more functions to the mesh drawer class.
2008-12-21 23:14:28 +00:00
treeform
3a14549dd7
added some docs as per request
...
http://panda3d.org/phpbb2/viewtopic.php?t=5324
2008-12-21 19:16:24 +00:00
rdb
98d970ed2c
to dos format
2008-12-21 19:14:19 +00:00
rdb
6d4d8f8ea9
Added code from treeform
2008-12-21 18:13:54 +00:00
David Rose
6c16f96c94
fix texture reloads b/t opengl and directx
2008-12-20 02:23:06 +00:00
David Rose
ec66c3cb10
fix reload
2008-12-19 23:25:15 +00:00
David Rose
0798221a5b
fix flashing-white lod fades
2008-12-19 00:04:06 +00:00
David Rose
99b0236c1c
fix bam reader
2008-12-19 00:03:46 +00:00
David Rose
71e44de612
prevent deadlock without threading support
2008-12-18 23:17:49 +00:00
rdb
ffc708a0f1
Generic ODE improvements, and added OdeUtil.collide()
2008-12-18 20:15:02 +00:00
David Rose
e24e5c478c
fix A_left width calculation
2008-12-18 20:00:20 +00:00
rdb
4056a40c53
documented the class
2008-12-17 13:25:15 +00:00
David Rose
4e931c0922
applyFreezeMatrix
2008-12-17 02:28:27 +00:00
David Rose
02352ab5e6
smoother lod fading
2008-12-17 00:08:37 +00:00
David Rose
c3d1efc07d
yield more aggressively during flatten
2008-12-16 19:46:55 +00:00
David Rose
3a1e10e4e8
minor whitespace fix
2008-12-16 19:46:39 +00:00