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E3D_Hist.txt
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E3D_Hist.txt
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\=======================\
| ENGINE_3D : History |
\=======================\
[13-Mar-2009]
018: - batches adapted to GCC 4.3.2 (Ada integrated into GCC)
- uses Zip-Ada v.31
[31-Mar-2005]
017: - again a cleanup
[14-Sep-2003]
016: - debugged using GNAT/DOS 3.14 and -gnato (full overflow checks)
- new UnZip-Ada
[1-Jun-2002]
015: - restructured scanline algorithms in SVGA.Effects with generics
- improvements in Game_colors
[13-Jan-2002]
014: - reaction against objects (Engine_3D.Physics)
- bump mapping for textures
- support for animated textures
- Demo_3D_01 improved (sounds, a bit of interaction)
[12-Aug-2001]
013: - transparency colour constant (-> hardcoded)
- texture mapping fixed-point changed from x.8 to x.10
- cleanup
[20-Jul-2001]
012: - geometric fixed-point changed from 23.9 to 18.14 : much more
precise rotations
- Engine_3D.Initialisations
- invariants of faces are pre-calculated at init, more careful
start-time checkings
- typing for portals simplified in Object_3D
- hidden face detection just after projection instead of at drawing;
portals work fully without danger of infinite recursion (Demo 01)
- shaky lighting solved (was an horrible little bug in
the cross product!)
- simple surface reflexion models added (matt to metallic effects)
[ 2-Apr-2001 / 7-Nov-2000 / 15-Oct-2000]
011: - minor changes in type names: more '_' to separate words and
final 'T' suppressed
- added sub-objects list (e.g. things inside a room)
- minor improvements in pseudo-mini-game
- preparing subpixel accuracy
[ 3-Sep-2000]
010: - routines transferred to Engine_3D.Math, Engine_3D.Portals
- minor palette optimisation in Game_colors
[ 6-Apr-2000]
009: * first portal demo released (some lighting bugs you will see...)
* again faster (up to 30%) due to usage of -funroll-loops option
* usage of Flashsort sorting (K.-D. Neubert, Ada version: J. Delcourt)
008: algorithmic cleanup in scanlines; other bugfixes
(effects: doesn't crash with standard checks on; 5% - 20% faster)
007 bis: new space shuttle model (the Gnatraker...)
007: Engine: positive orientation & outer normals for faces -
generalized polygons - object merging & morphing
with "+", "*" operators
Demo: synchronized speed (fine timer) - some new objects -
movements with keyboard
006 bis: (007 will be for the Moonraker Edition...)
2 bugs removed, now all can run with full checks (slow!) when
built without suppress pragma/option - o.visible_face bug
removed (follows sorting...)
006: Z clipping - much faster Gouraud (precalculate adjacencies) -
rotations with matrices - Camera can move and rotate -
resolution independant focal-related coordinates
005: X/Y clipping - near_perspective corrected (line ends) -
faster sorting - object components directly accessed via renaming -
texture rendering methods are now the following:
type texture_mapping_mode is (
affine_y_affine_x, -- everything affine -> Nz ~= 1 (you face it)
persp_y_affine_x, -- ends:persp, h_lines:affine -> Nx ~= 0 (floors,...)
persp_x_affine_y, -- ends:persp, v_lines:affine -> Ny ~= 0 (walls,...)
near_perspective, -- everything persp (every n pixels)
auto ); -- auto select according to N
004: 1600x1200 mode - intensities & shaded textures - faster rendering
multiple lights (parallel, radial) - lights can be set with mouse in demo