annotate Renderer/Engine/ChangeLog @ 1026:55f3c5976959

create_pp_task fix.
author tkaito
date Tue, 09 Nov 2010 18:14:28 +0900
parents 7a7acecd0f8f
children
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
rev   line source
966
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Shinji KONO <kono@ie.u-ryukyu.ac.jp>
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1 2010-8-6 Shinji Kono <kono@ie.u-ryukyu.ac.jp>
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Shinji KONO <kono@ie.u-ryukyu.ac.jp>
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2
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Shinji KONO <kono@ie.u-ryukyu.ac.jp>
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3 Renderer Engine の task の下に user task を置くのは反則だろ?
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Shinji KONO <kono@ie.u-ryukyu.ac.jp>
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4 問題は、User program の方で、どうやって、task_init するかだが、
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Shinji KONO <kono@ie.u-ryukyu.ac.jp>
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5 PPE側は自分でやって問題ない。SPE側が困る。
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Shinji KONO <kono@ie.u-ryukyu.ac.jp>
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6
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Shinji KONO <kono@ie.u-ryukyu.ac.jp>
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7 やはり、main memory 上のtask listをSPEが自分で読み出すと言う
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8 方式が合理的だと思われる。get_segment で良いしね。ただ、可変長
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9 にしないとダメだが... 2^n allocator with compaction が必要か?
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10
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11 必ず ppe/spe task があるわけだから、task_list はppe/speで一つ
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Shinji KONO <kono@ie.u-ryukyu.ac.jp>
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12 でも良い。少なくとも設定は一ヶ所が望ましい。object search path
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Shinji KONO <kono@ie.u-ryukyu.ac.jp>
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13 があれば良い。
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14
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15 task_list を main memory に置くのは良いが、spe task のentry point
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16 が決まらないと言う問題がある。
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17
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18 2009-12-19 Shinji Kono <kono@ie.u-ryukyu.ac.jp>
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19
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20 SgChange/viewer は大域変数使いすぎ。禁止って言ったのに。
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21 linda api は、federated linda 対応でないものが使われている。
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22 対応したものは、どこにあるんだろう?
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23
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24 他の例題いじるのは、自分の例題を動かしてからにして欲しい。
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25
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26 まぁねぇ。Pipeline execution するのに、sgpack とかも Pipeline buffer
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27 にするのは気づかないものなんだろうな... なくても、動かないことは
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28 ないのか。
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29
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30 viewer.cc の大域変数を落すところから始めるべきか?
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31
624
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32 2009-11-15 Shinji Kono <kono@ie.u-ryukyu.ac.jp>
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33
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34 DrawSpan は,
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35 Start DrawSpan region (allocate Z buffer)
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36 DrawSpan / for each SpanPack
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37 add_inData
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38 End DrawSpan region (Write frame buffer,free Z buffer)
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39 add_outData
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40 みたいにしたい.
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41
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42 CreateSpan は,SpanPack を入れ換えているようだが,
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parents: 624
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43 SpanPack は,ランダムに書きだし,
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Shinji KONO <kono@ie.u-ryukyu.ac.jp>
parents: 624
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44 PPU 側で,それをsortする.
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parents: 624
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45 と言う方がよい? ほぼ毎回入れ換えているんじゃないの?
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46
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360032cc500e worked. Cell fix. (not yet tested)
Shinji KONO <kono@ie.u-ryukyu.ac.jp>
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47 2009-11-14 Shinji Kono <kono@ie.u-ryukyu.ac.jp>
360032cc500e worked. Cell fix. (not yet tested)
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48
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49 DrawSpan の dma_write を追放。なんでこんなになっていたかは謎。
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parents: 624
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50 これで、renew Task を落とせます。
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51
507
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52 2009-08-06 Shinji Kono <kono@ie.u-ryukyu.ac.jp>
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53
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54 DrawSpan の reboot/ TASK_DRAW_SPAN2 は、使ってないのね。
507
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55
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56 2009-03-29 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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57
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58 * Makefile
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59 SGlist.{cpp,h} を make clean で消去し、
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60 make で自動生成するようにしました。
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61 けどなんか他のファイルと同じ書きかたしても
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62 上手く行かなかった。何か見落としてるかもしれない。誰か直(ry
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63
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64 2009-02-12 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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65
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66 * task/CreatePolygonFromSceneGraph.cpp (CreatePolygonFromSceneGraph::run): fix
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67 下にあわせる様に
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68
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69 * SceneGraph.cpp (SceneGraph::SceneGraph, SceneGraph::init)
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70 (SceneGraph::finalize_original): fix
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71 今まで、Polygon が持つ vertex, normal, texture coordinate ってのが
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72
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73 ---------------------------------------
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74 data = | vertex | normal | texture | sizeof(data) = size*3
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75 ---------------------------------------
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76 \ size / \ size / \ size /
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77
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78 てな感じで、SceneGraph->data の中に 3 つ入ってたわけです。
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79 これだと、アクセスする時にどれがどれかわからんくなるし、
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80 ソース読む時に迷う(経験談)ので、data を消して、代わりに
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81 coord_xyz, normal, coord_tex を作りました。
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82
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83 * polygon.cpp (Polygon::pickup_coordinate)
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84 (Polygon::pickup_normal, Polygon::pickup_texture):
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85
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86 2009-02-10 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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87
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88 * Makefile.macosx (depend): fix
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89 depend.inc とかを吐き出す様にしました
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90
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91 * Camera.cpp (Camera::Camera, Camera::updateView)
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92 (Camera::updatePerspective, Camera::updateScreen)
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93 (Camera::update): fix
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94 なんとかカメラできてるっぽいです。
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95 Perspective とかも聞いてるし、中心に向かって遠くなってる。
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96 あとは行列演算をもうちょいこぎれいにすればいい感じかなー。
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97
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98 残りは、ユーザ側からの設定。例えば
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99 1. 車の運転席目線(FPS)
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100 2. 車の後ろから(TPS)
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101 3. 車の前から(SPS)
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102
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103 的なのを、ユーザが CameraData みたいな構造体に
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104 zd とか yd とかを設定して camera->set(data) とかやれば
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105 反映するみたいな!みたいな!
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106
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107 2009-02-09 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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108
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109 * SceneGraphRoot.cpp (SceneGraphRoot::allExecute)
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110 (SceneGraphRoot): fix
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111 SceneGraph を root から走査していきながら
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112 その都度コピーしていき、最終的に全体の新しい SceneGraph ができる。
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113 削除されていればコピーしない、っていうのは簡単だけど
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114 追加された場合、コピー元に追加されるのは困るので
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115 コピーしたやつに追加って形にしたら今のコードになった。
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116 めんどくさいっちゃめんどくさい。もっと綺麗な書き方あるかね
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117
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118
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119 2009-02-01 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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120
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121 * SceneGraph.cpp (SceneGraph::SceneGraph)
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122 (SceneGraph::SceneGraph, SceneGraph::SceneGraph)
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123 (SceneGraph::finalize_original, SceneGraph)
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124 (SceneGraph::finalize_copy): add, fix
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125 今のところ、SceneGraph の作られ方は
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126
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127 a1. xml ファイルから生成 (sgid 毎、sg_src[] に格納)
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128 a2. ID を指定し、sg_src[id] の SceneGraph を複製
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129 a3. xml も ID も指定しない、何も表示しない SceneGraph
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130
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131 a1 の時はポリゴンデータ(data[])を生成するわけだけど、
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132 a2 でも、オリジナルと同じ data[] を持つ必要は(今は)ない。
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133 なので、a2 の場合、data[] は a1 と同じ場所を指せば良い。
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134 しかし、今までは、SceneGraph::~SceneGraph では
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135 どんな SceneGraph でも
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136
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137 delete [] data;
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138
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139 とかやってたので、それならということで
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140
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141 b1. a1 用の、Desturctor で data[] を delete する finalize_original()
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142 b2. a2,a3 用の、data[] を削除しない finalize_copy()
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143
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144 を用意し、a1,a2,a3 の Consturoctor で、どっちかを設定する。
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145
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146 2009-01-30 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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147
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148 * spe/DrawSpan.cpp (DrawSpan::drawDot1): add
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149 span->length_x == 1 の処理。
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150
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151 (DrawSpan::drawDot2): add
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152 Dot1 の続き。要は Dot1 で load して、Dot2 で wait->書き込みって感じ
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153 しかし、1ドットだとそこまで待つ必要もないかなって感じなので
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154 今は Dot 2には何も書いてない。ちゃんとしらべて、必要そうだったら
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155 ここで書き込みを行う
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156
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157 (DrawSpan::drawLine1): add
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158 span->length_x > 1 の処理。
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159 いくつか Load パターンを考えてる途中
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160
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161 1. 全部 load
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162 1. z buf で描きこむと判断したとき、その pixel の texture tile を
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163 load する。(すでにある、ないに関わらず。ある場合は、実際には
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164 Load の処理は行われないが)
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165 2. Line2 で描画する(ここで使う tile はすでに全部読み込まれてるとする
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166
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167 2. 無い物だけload
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168 1. 書き込むと判断したとき、tile があるかどうかを調べ
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169 あればそのまま linebuf に、無ければ load を掛けて continue;
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170 このとき、load した(つまりまだ書き込まれてない) 場所を覚えておく
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171 2. Line2 で、1. で覚えた場所から再び計算して描画する。
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172 tile はすでに全部読み込まれているとする
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173
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174 まだあったけど忘れた。
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175 今のところ描画領域が 256x8、もしくは512x8 で、
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176 単純に考えて、領域pixel と texture pixel が一緒だと考えると
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177 一個の Span で最大 64 (512/8) 個の tile があればいいと考えられる。
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178 一個の SPE には Tile を 128 個持っておけるし、
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179 今は Span を二つ平行して処理しているので、
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180 途中で Tile が足りなくなる!ってことはないはず。
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181 とまあ、いろいろ考えてたんだけど、何書けばいいのか忘れた。。
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182 思い出したらまた書きます。
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183
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184 2009-01-26 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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185
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186 * spe/CreateSpan.cpp (CreateSpan::run): fix
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187 ポリゴンをx軸に水平に分割し、その二つを計算するってのが
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188 half_triangelで、上としたで、何故か渡すテクスチャの情報が違う。
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189 なんでだろうと思いつつも、今まで特に問題が出なかったから無視してたが、
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190 今回、三つのSceneGraph を動かしてる時に問題発生。
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191 それぞれ違うテクスチャを貼ってるのに、なぜかそれらのうちの半分が
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192 別のテクスチャが貼られていた。簡単に言うと、A,B,C の SG があった。
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193
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194 A: 正常
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195 B: 右上だけ A のテクスチャ
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196 C: 右上だけ A のテクスチャ
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197
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198 といった具合。わけがわからなかったんだが、
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199 half_triangle に渡すやつの所為だと気づきました
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200 なんでここだけ pp->tri[0].tex_info.addr とか渡してんのか未だに謎。
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201 単なる書き間違いか直し間違いか。微妙なところ。
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202 これ書いた後輩はもう居ない
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203
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204
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205 * SceneGraphIterator.cpp (SceneGraphIterator::hasNext)
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206 (SceneGraphIterator::next): fix
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207 検索する引数を int id に変更。
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208
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209 * SceneGraph.h (class SceneGraph): add variable
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210 int flag_drawbale : この SceneGraph は描画する物かどうか
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211 int sgid : SceneGraph の ID 。ID は SGList.h にあるものを使う
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212
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213 * SceneGraphIterator.cpp : add file
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214 SceneGraph を走査する用。
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215 基本、Java の Iterator を参考にしてます。
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216 追加機能としては
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217
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218 - hasNext(const char* name);
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219 名前が name の SceneGraph があるかどうか
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220
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221 - next(const char* name);
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222 名前が name の SceneGraph まで進ませる
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223
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224 * SceneGraphIterator.cpp : TODO
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225 hasNext とかは名前じゃなくて ID が良いかなーとも思うけどね。
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226 てかその方がいいな。あとで直します
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227
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228 * ieshoot.cpp (ieboss_move): add
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229 (ieboss_collision): add
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230 BOSSの動きを追加。
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231 IETAMA が数回衝突したら BOSS を消すって処理。
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232
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233 * SceneGraphIterator.cpp (SceneGraphIterator::next): fix
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234 break してなかった。そりゃ取れないわ
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235
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236 * SceneGraph.cpp (SceneGraph::realRemoveFromTree): fix
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237
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238 < p1 = p1->next;
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239 < p = p->next;
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240 =====
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241 > p1 = p1->brother;
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242 > p = p->brother;
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243
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244
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245 * viewer.cpp (Viewer::run_draw): fix
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246 Spanの無い部分を塗りつぶす処理はタスクを走らせず、
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247 そのまま memset とかの方が早い。
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248 まとめてするタスクを立ち上げるってのもいいかもしれない。
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249 あと、memsetで指定する値が、0xFF と 0x00 とで速度が違う。
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250 universe だと、
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251
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252 0xFF 24fps
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253 0x00 30fps
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254
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255 なんだろう。0x00 だと、ただのクリアになるから速いってことかな。
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256
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257 * Camera.h (class Camera): add
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258 とりあえず Camera を作って、これを SceneGraph の Top にした。
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259
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260 * SceneGraph.cpp (SceneGraph::realRemoveFromTree): add
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261 realRemove() の Tree構造用。削除後の tree top を返す様にしている。
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262 まあ top が消えなければ返す必要も無いし、top が消えるってことは
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263 SceneGraph そのものが消えるってことでそうは無い・・はずだけどね。
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264 (SceneGraph::realRemoveFromList): add
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265 realRemove() の list用。削除後の list top を返す様にしている。
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266 (SceneGraph::realRemoveFromTree): fix
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267 < p->next = p1->next;
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268 ===
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269 > p->brother = p1->brother;
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270
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271 2009-01-25 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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272
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273 * add (tools/create_sglist): new
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274 必要な SceneGraph xml file から SceneGraph を抽出し、
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275 名前と対応する ID を SGList.h に出力する。
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276 また、名前から ID を求める sglist_table を SGList.cpp に出力する。
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277
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278 * SceneGraph.cpp (SceneGraph::remove): add
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279 User API。ここで削除するのではなく、まずはフラグを立てるだけ
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280 ここですぐに消すと、allExecute() の走査で何気に困る
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281
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282 (SceneGraph::isRemoved): add
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283 この SceneGraph 削除フラグが立っているかどうか
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284
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285 (SceneGraph::realRemove): TODO
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286 子を持つ SceneGraph が消された場合、
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287 その子孫を全て削除するかどうか。まあ削除するのかな。
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288
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289 (SceneGraph::realRemove): add
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290 Cerium System で呼ばれる。
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291 remove flag の立った SceneGraph を削除する。
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292 parentやbrother、next は繋ぎ直す。
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293
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294 * SceneGraphRoot.cpp (SceneGraphRoot::addNext): add
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295 sg_available_list に追加していく
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296 木の操作が要らないアクセスの際にはこっちの方がいい。
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297
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298 (SceneGraphRoot::setSceneData): add
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299 Cerium に SceneGraph の tree を渡す。Cerium はこの tree を辿って
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300 処理を行う
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301
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302 (SceneGraphRoot::createFromXMLfile): add
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303 xml file を指定して、そこから SceneGraph を生成し、
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304 sg_src に格納する。ユーザはこの SceneGraph を直接は扱えない。
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305 以下に示す createSceneGraph の、読み込み元データとして保存しておく。
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306
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307 (SceneGraphRoot::createSceneGraph): add
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308 オリジナルの SceneGraph を clone してユーザに返す。
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309 この SceneGraph をユーザが操作する。
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310
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311 * SceneGraphRoot.h (class SceneGraphRoot): new variables
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312 sg_src, sg_exec_list, sg_draw_list, sg_available_list
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313
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314 * addfile (SceneGraphRoot.cpp)
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315 SceneGraph を管理するクラス、ってところか。
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316 Root ってのは SceneGraph という名前からすると
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317 一番親と思われそうで微妙です。変えるかも。
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318
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319 2009-01-12 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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320
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321 * Joystick.cpp: TODO
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322 使用している Joystick が
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323
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324 1. PS3 コントローラ
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325 2. PS2 コントローラにUSB変換をかましたやつ
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326
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327 によってボタンの番号配置が違うので
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328 そこを自動的に取得して割り振りたい
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329
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330 SDL_JoystickName() で名前取れるんだけど
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331 全部共通なのかなー。「PS3って文字列があるか否か」でわけてもいいけど
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332
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333 * Joystick.cpp: fix
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334 コントローラボタンの番号を PS3 コントローラに合わせました。
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335
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336 - 参考
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337 PS3 Linux SDLでプログラミング -コントローラを使う-
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338 http://yun.cup.com/ps3sdl007.html
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339
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340 アナログスティックの方はまだです
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341
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342 2009-01-08 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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343
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344 * spe/DrawSpanRenew.cpp (DrawSpanRenew::run): fix
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345 next_spack を free() していたが、do-while の最初で
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346 next_spack = NULL とかやっている。
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347 DrawSpan だと、free するのは free_spack ってやつなので
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348 問題なかったが、なぜここは free(next_spack) とかやってるのか。
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349 というわけで、next_spack,spack 両方用の
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350 free_spack1, free_spack2 を生成して、これを free させることに。
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351 これで、ようやくまともに動くようになった。けど微妙です。
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352 遅いですね。
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353
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354 * addFile : DrawSpanRenew.cpp
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355 DrawSpan の再起動 ver。
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356
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357 2008-12-22 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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358
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359 * fix
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360 charles を Fedora 10 に上げて、コンパイラが新しくなったせいか、
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361 以下のような warning が出始めた
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362
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363 warning: deprecated conversion from string constant to 'char *'
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364
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365 まあよくわからんが、例えば
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366
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367 char *str = "hoge";
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368
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369 みたいな所だとこの warning が出る。これを
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370
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371 const char *str = "hoge";
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372
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373 にすると消えた。
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374 以後こういう形に統一しろよ的なやつなのかな。
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375
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376 2008-12-19 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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377
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378 * viewer.cpp (Viewer::run_draw): fix
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379 startx, endx に対して、start_y, end_y って名前は統一されてなくて
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380 わかりづらいので、starty, endy に変更
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381
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382 * main.cpp (init): fix
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383 bpp (BitsPerPixel) の値がデフォルトで 0 になっていた。
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384 今のレンダリング方式では 32 がデフォルトなので、間違ってた。
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385 今まで気づかなかったのは
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386
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387 1. SDL_SetVideoMode に bpp = 0 で渡される
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388 2. SDL が開発・実行環境に合わせて bpp を設定
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389 3. 今までそれが 32 になってた
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390
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391 しかし、ゲーム班の環境では bpp = 16 になってしまったため、
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392 その次の bitmap の allocate の時に
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393 screen->pitch*height = 16*width*height となり、
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394 DrawSpan では 32 のつもりで書き込んでいたため領域外への
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395 メモリ書き込み->エラー
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396
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397 ゲーム班ありがとう
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398
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399 2008-12-16 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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400
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401 * SceneGraph.cpp (makeTapestry): add
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402 SceneGraph::get_data にあったけど、ごちゃごちゃしてたので
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403 関数として生成
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404
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405 * viewer.cpp (Viewer::run_init, Viewer::run_draw): fix
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406 * spe/DrawSpan.cpp (DrawSpan::zRow_init): delete
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407
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408 Z Buffering に使う zRow は DrawSpan で毎回生成、初期化するのではなく、
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409 PPE で生成、初期化を行っておき、DrawSpan に add_inData で
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410 DMA で渡すという方法に変更。速度的にはほんのちょっとしか(ry
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411
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412 * spe/CreateSpan.cpp (CreateSpan::half_triangle): fix
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413 getScale に渡す tex_width,tex_height を修正。
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414 比較にそのまま tex_width, tex_height を使うと、
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415 Span が持つテクスチャが全体の一部分だったとしても
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416 比較結果で縮小が行われてしまうため。
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417
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418 - 例
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419 span->length_x = 32;
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420 tex_width = 128;
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421 tex_x_len = (span->tex_x2 - span->tex_x1) = (0.5 - 0.3) = 0.2;
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422
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423 今までの処理だと、span->length_x < tex_width の結果により
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424 縮小されたテクスチャを使うことになる。
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425 しかし、実際に Span が使う Texture の長さは
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426
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427 tex_width*tex_x_len = 24
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428
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429 なので、縮小を行う必要は無い
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430
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431
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432 2008-12-12 Wataru MIYAGUNI <gongo@cr.ie.u-ryukyu.ac.jp>
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433
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434 * SceneGraph.cpp (SceneGraph::get_data): Todo
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435 テクスチャの縦横が 8 の倍数でなければ弾く処理を入れる。
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436
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437 * spe/DrawSpan.cpp (DrawSpan::run): Todo
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438 テクスチャの座標計算と、そこから取得できる Tile の DMA を
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439 一スレッドで処理しているのでそれを分けないといけない
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440
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441 * spe/CreateSpan.cpp (getTapestry): Add
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442 (getScale): Add
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443
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444 * memo: 雑記
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445 ようやくこいつに ChangeLog を加えました。
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446 なんか emacs で「C-x 4 a」とかすると、ChangeLog の entry が
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447 加えれられるんだけど、上の階層のを探しにいくので、TaskManager/ のに
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448 加えようとしてたわけさ。まあそういう仕様なんだけど。
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449 で、だからといって不可能ってわけじゃないから書けばよかったんだが。
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450
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451 要するに、これからはちゃんと書いていこうと思います。