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Okay then... [Oct. 13th, 2006|02:59 pm]
Winston is right - I'm properly burned out on Oolite. But before I step away from it, there are still a few things to do:

1. Fix the database problems at Oosat preventing log-ins ( I may need to delegate this to Winston).
2. Commit my last few changes to shader code (OpenGL 1.5 will be an Oolite requirement in future).
3. Switch Oolite's license to GPL ( I think I can also delegate this one).
4. Set up an oolite ftp account at aegidian.org so someone else can maintain the BB.

5. Nominate a successor as maintainer of the project.

Comments and thoughts please.
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Apology extended [Sep. 25th, 2006|11:47 am]
[Current Mood |moodymoody]

Sorry for the prolonged downtime. My holiday was supposed to take care of my Oolite burn-out, but unfortunately we had a series of Real Life™ crises that have meant that I've had to take an extended break from Oolite.

I intend to return to the code-face at the start of October. I'll update again then.
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Heehee [Sep. 8th, 2006|11:09 am]
[Current Mood |draineddrained]

so trueCollapse )
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Apology [Sep. 6th, 2006|12:03 pm]
Sorry for the lack of immediate progress. Real Life™ has intervened somewhat, so I'm not able to give as much time to Oolite as I'd like (or much at all).

Normal Service will be resumed ASAP.
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Re-entry [Sep. 1st, 2006|08:56 pm]
Okay, I'm back from France. I'll be catching up on the email and messages over the next few days.
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Giles's annual Getaway [Aug. 22nd, 2006|12:29 pm]
I'm in France all week next week - and busy with preparations from tomorrow.

murgh, I'll leave you dealing with new Oosat memberships (but if you leave them t'til I get back I won't mind).

I really need to decompress!
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Shaders vblog [Aug. 9th, 2006|04:14 pm]
[Tags|]
[Current Mood |cheerfulcheerful]

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I love it when a plan comes together... [Aug. 8th, 2006|06:24 pm]
[Current Mood |cheerfulcheerful]

Yay. I implemented shaders.

I'm working through the possibilities for how they can interact with the ship, currently I have hooks fo rthe shaders to send them a 'time' value, the engine _level of the ship, and the main weapon laser_heat_level.

As a test the cobra 3.5 now replaces one of its textures with a shader that mixes together four source textures to add decals, a glow for the windows, and an engine glow to a base texture.

The addition to shipdata.plist looks like this:
        <key>shaders</key>
        <dict>
            <key>cob035.png</key><!-- replace this texture -->
            <dict>
                <key>textures</key>
                <array>
                    <string>cob035.png</string><!-- passed as tex0 -->
                    <string>cob035-decal.png</string><!-- passed as tex1 -->
                    <string>cob035-flatglow.png</string><!-- passed as tex2 -->
                    <string>cob035-engineglow.png</string><!-- passed as tex3 -->
                </array>
                <key>glsl</key><!-- complex fragment shader code - simply add the glowmap to the texture -->
                <string>
                uniform sampler2D tex0;
                uniform sampler2D tex1;
                uniform sampler2D tex2;
                uniform sampler2D tex3;
                                
                uniform float engine_level;
                                
                void main()
                {
                    vec4 base =     texture2D(tex0, gl_TexCoord[0].st);
                    vec4 decal =    texture2D(tex1, gl_TexCoord[0].st);
                    vec4 glow1 =    texture2D(tex2, gl_TexCoord[0].st);
                    vec4 glow2 =    texture2D(tex3, gl_TexCoord[0].st);
                    gl_FragColor = gl_Color * ((1.0 - decal.a) * base + decal.a * decal) + glow1 * glow1.a + glow2 * glow2.a * engine_level;
                }
                </string>
            </dict>
        </dict>


There are some pics here: http://pics.livejournal.com/aegidian/gallery/0000agt1
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Little bits here and there... [Jul. 27th, 2006|06:32 pm]
[Current Mood |frustratedfrustrated]

Not much progress on my stated goals today or yesterday.

However, I do have billboards working in background scenes now. And the areas where messages appear in the HUD can also now be defined (you can now avoid having messages mess up your view).

Unfortunately berlios.de's SVN/CVS storage has been filled up, so it's currently impossible for me to commit these changes, but I will, just as soon as I can.
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Progress Talk [Jul. 25th, 2006|05:07 pm]
[Current Mood |dorky]

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