Sam Moore [Mon, 15 Sep 2014 17:26:00 +0000 (01:26 +0800)]
Change to things to make performance testing easier
- Saving of CPU and GPU BMPs
- OverlayBMP doesn't overlay a BMP which is good because we don't want it to...
- SVG loads in centre of view
- This will break the Quad tree, probably
- tests/bmpdiff allows us to quantitatively compare output bmp images.
- I didn't say it was a good metric, there's just a metric now.
- Arguments to set rendering and transform type, argument to set maximum number of frames to render,
argument to turn off the lazy rendering.
Will make some kind of ipython notebook next I guess.
Sam Moore [Tue, 16 Sep 2014 10:46:43 +0000 (18:46 +0800)]
Merge branch 'master' of git.ucc.asn.au:/ipdf/code
sulix fixed the quad trees and I forgot about `git stash` again.
Sam Moore [Tue, 16 Sep 2014 10:43:39 +0000 (18:43 +0800)]
Slightly better results
Assuming we can trust Wolfram's Giant Ego, err, I mean Wolfram Alpha, to give exact results,
it is generally giving a better result than doubles.
Try simplifying the "a/b + c/d" cases next?
Also at the moment "(a + b)*c" does not simplify to "a*c + b*c" even if
a*c is exact.
Have to be careful because sometimes making the representation more exact
ends up making the conversion back to double have a bigger error.
Sam Moore [Tue, 16 Sep 2014 09:26:46 +0000 (17:26 +0800)]
ParanoidNumbers work except for the simplifying bit...
I really really hope they work anyway.
Tester doesn't fail too disastrously, but PN gives a worse result than doubles.
David Gow [Mon, 15 Sep 2014 05:38:27 +0000 (13:38 +0800)]
Add quadtree back to the Makefile
Sam Moore [Sat, 13 Sep 2014 18:36:12 +0000 (02:36 +0800)]
Nope.avi
Sam Moore [Thu, 11 Sep 2014 17:33:37 +0000 (01:33 +0800)]
Break maths some more
CombineTerms is somewhat horribly broken
But it works well enough to beat doubles at "0.3 + 0.3 + 0.3"
...
And nothing else I've tried. In fact it's worse or equal to doubles at everything else so far.
But I haven't done many operations because CombineTerms breaks everything. Maybe it will get better if that isn't broken horribly.
Sam Moore [Thu, 11 Sep 2014 16:37:35 +0000 (00:37 +0800)]
Paranoia is setting in
Paranoid Numbers are hard to simplify properly. But they work. Kind of...
David Gow [Thu, 11 Sep 2014 12:44:19 +0000 (20:44 +0800)]
Heinous Quadtree crimes.
"The bézier tiptoed out of bed. What an adventure it would be to go beyond the
quadtree node in which it had lived its entire life. Its mother had told it
sternly that it was dangerous to wander the dark wastes beyond the root node.
Bobby Bézier had never believed the stories, though: there were no such things
as wild NaNs that ate all of the coefficients of naughty boys. Bobby looked up
at the sky: the infinite void of night penetrated only by the debug text high
above. Tentatively, he inched one of his endpoints over the quadtree node
boundary. But alas: his mother had perhaps been right all along. She would scald
him so... how would he hide the fact that his endpoint had been clipped right
off!"
David Gow [Thu, 11 Sep 2014 12:08:49 +0000 (20:08 +0800)]
Merge branch 'master' of git.ucc.asn.au:ipdf/code
David Gow [Thu, 11 Sep 2014 12:08:27 +0000 (20:08 +0800)]
Because merging is going to be fun.
David Gow [Thu, 11 Sep 2014 12:04:59 +0000 (20:04 +0800)]
Some really horrible utility Quadtree functions.
Who writes a recursive function with four switch statements in it?
(Apparently, I do...)
David Gow [Wed, 10 Sep 2014 07:30:55 +0000 (15:30 +0800)]
The QuadTree is ~72% more amazing.
Sam Moore [Wed, 10 Sep 2014 04:45:00 +0000 (12:45 +0800)]
Add MPFRC++ mpreal type
It's slow but less slow than Rationals.
Project complete.
Haha I wish.
Sam Moore [Thu, 4 Sep 2014 18:14:52 +0000 (02:14 +0800)]
Fix compiling with non doubles
Added really terrible number representation as a series of operations on floats.
It currently gets a few things wrong...
David Gow [Thu, 4 Sep 2014 08:38:28 +0000 (16:38 +0800)]
// there is no elegance here. only sleep deprivation and regret.
Basically, clipping Béziers now actually works, because De Casteljau is
no longer totally back to front. (In fact, I think I just made it more back to front,
which cancelled the original out?)
Also disabled zoom out in the quadtree and some dodgy disabled debug in the bezier shader.
Sam Moore [Tue, 2 Sep 2014 10:43:40 +0000 (18:43 +0800)]
Compositing on CPU sort of kind of works if we ignore Alpha*
*Alpha is hard and I'm just going to ignore it.
Hacky fix to "overflood" problem where the fill point is outside the boundary;
since it can't be more than 1 pixel outside, check the neighbours before starting
the fill.
Unfortunately this means if the fill point is only one pixel *inside* the boundary,
there is no fill.
Tried brute force approach for low resolution paths, but that doesn't really work.
Path::PointInside doesn't seem to succeed where it should...
Other things might have happened.
Not much happened towards actually getting infinite precision,
starting to run out of time, panic mode engaged...
PANIC MODE ENGAGED
PANIC LEVELS AT 100%
EMERGENCY ANTIPROCRASTINATION MEASURES FAILED
PANIC LEVELS AT 200%
ENGAGE SHUT UP AND FIX EVERYTHING MODE
FAILED TO SHUT UP
PANIC LEVELS AT 300%
ENGAGE DINNER TIME
DINNER TIME SUCCESSFUL
PANIC LEVELS STILL AT 300%
apathy levels at 1000%
Sam Moore [Mon, 1 Sep 2014 12:55:55 +0000 (20:55 +0800)]
Classify Beziers, use DeCasteljau for CPU renderer
I don't know how glDrawLines does it, but I can't get rid of the wiggles in straight lines done using CPU renderer.
So I switched to DeCasteljau.
Then I made it classify the lines and only use one Bresenham instead of 100 anyway.
Sam Moore [Thu, 28 Aug 2014 23:05:41 +0000 (07:05 +0800)]
Careful, you may have to shade your eyes
Except for all the things that don't quite work, shading works perfectly.
David Gow [Thu, 28 Aug 2014 11:57:09 +0000 (19:57 +0800)]
Mostly working, optimize curves completely within nodes.
David Gow [Thu, 28 Aug 2014 05:53:50 +0000 (13:53 +0800)]
Slighlymoreworkingish
David Gow [Thu, 28 Aug 2014 03:47:43 +0000 (11:47 +0800)]
Crash instead of generating NaN. This breaks everything.
David Gow [Wed, 27 Aug 2014 15:13:47 +0000 (23:13 +0800)]
Infinite Quadtree precision now works with some Béziers
You can zoom in a long way on some, others exhibit precision problems after
quite a long way. Probably the curve cannot be further simplified or something?
David Gow [Wed, 27 Aug 2014 08:24:25 +0000 (16:24 +0800)]
Add a vec2 struct.
Sam Moore [Tue, 26 Aug 2014 10:42:33 +0000 (18:42 +0800)]
A Song of Floodfills and Segfaults
Ok, just need to make the FloodFillOnCPU not stack overflow...
David Gow [Mon, 25 Aug 2014 08:54:46 +0000 (16:54 +0800)]
Merge branch 'master' of git.ucc.asn.au:ipdf/code
Conflicts:
src/document.cpp
Sam Moore [Mon, 25 Aug 2014 14:44:33 +0000 (22:44 +0800)]
Shading still doesn't work
Actually it's supposed to be "filling" shading implies the colour changes.
Whatever.
David Gow [Mon, 25 Aug 2014 08:30:00 +0000 (16:30 +0800)]
Some half-done quadtree experiments.
Sam Moore [Sun, 24 Aug 2014 10:30:32 +0000 (18:30 +0800)]
Support colours in shading
Shading doesn't actually work still but that's of minor concern
David Gow [Thu, 21 Aug 2014 10:58:24 +0000 (18:58 +0800)]
Béziers magically work with the QuadTree (sometimes)
Also maybe broke qt. It fixed it for my laptop.`
David Gow [Thu, 21 Aug 2014 05:15:22 +0000 (13:15 +0800)]
More broken quadtree monstrosity.
David Gow [Wed, 20 Aug 2014 17:13:22 +0000 (01:13 +0800)]
Totally break Quadtree Béziers.
David Gow [Wed, 20 Aug 2014 15:06:40 +0000 (23:06 +0800)]
Added a Bezier::ReParametrise() function.
This returns a bezier equivalent to the segment from t0 -> t1 of the
original bezier.
Derivation at: http://davidgow.net/stuff/cubic_bezier_reparam.pdf
for now. If it's not too embarrasing, it might end up in the documents repo.
David Gow [Tue, 19 Aug 2014 12:11:57 +0000 (20:11 +0800)]
Fix adding text.
(And remove some Debug printing)
Sam Moore [Mon, 18 Aug 2014 13:47:51 +0000 (21:47 +0800)]
Merge branch 'master' of git.ucc.asn.au:/ipdf/code
Noooo
Sam Moore [Mon, 18 Aug 2014 14:47:00 +0000 (22:47 +0800)]
Go nuts with Qt
We can do all the things I promised!*
And we can do it without having to implement a vim style stdio based interface!
Or adding 16 extra mouse buttons!
Qt can parse XML or even SVG all by itself though...
I'm going to ignore that and just keep treating it as a menu system.
* Commit --amend
Well, the set of things we can do is neither a subset nor a superset of the things I promised.
David Gow [Mon, 18 Aug 2014 13:18:31 +0000 (21:18 +0800)]
Fix kerning for the first pair of characters
David Gow [Mon, 18 Aug 2014 13:08:18 +0000 (21:08 +0800)]
Terrible hacky SolveCubic.
(I'm sorry, but I'm going to need more sleep before I tackle
complex numbers here)
David Gow [Mon, 18 Aug 2014 08:59:28 +0000 (16:59 +0800)]
Slightly better kerning maybe?
Sam Moore [Mon, 18 Aug 2014 05:18:39 +0000 (13:18 +0800)]
Make Qt4 work
Needed to generate a special "moc" cpp file from the header file
Sam Moore [Sun, 17 Aug 2014 09:28:51 +0000 (17:28 +0800)]
Inflict Qt4 upon the codebase
I'm getting issues compiling it though
Qt seems to expect some magical auto-generated Makefile
Remove the not-very-functional control panel with a "CONTROLPANEL_DISABLED" define.
Sam Moore [Sun, 17 Aug 2014 05:59:26 +0000 (13:59 +0800)]
Make project relevant to Mechatronics
Also fix missing actually setting the origin with the "moveto" path command.
David Gow [Fri, 15 Aug 2014 04:38:08 +0000 (12:38 +0800)]
Don't write past the end of a GPU mem buffer.
(It causes crashiness)
David Gow [Thu, 14 Aug 2014 13:44:14 +0000 (21:44 +0800)]
Re-fix QuadTree GPU rendering, discard groups
Sam Moore [Thu, 14 Aug 2014 20:20:37 +0000 (04:20 +0800)]
Attempt Shading + Bezier Bounds (hopefully) correct
Turns out I can't do high school calculus despite 4 years of Physics study.
The shading algorithm I envisioned has several rather hilarious
things wrong with it...
Although that 'j' does look damn good if you set the zoom *just* right...
Sam Moore [Thu, 14 Aug 2014 16:48:03 +0000 (00:48 +0800)]
Make bezier control point coordinates relative
So the quad tree should just have to care about bounding rectangles.
Also so the GPU renderer now doesn't need transforming but CPU renderer does now.
AddBezier assumes absolute coordinates and transforms to relative coordinates
AddBezierData is assuming relative coordinates.
Totally clear.
PS: Basically whatever is convenient/efficient for the GPU is inconvenient/inefficient for the CPU
and vice versa. Fun!
Sam Moore [Thu, 14 Aug 2014 04:54:57 +0000 (12:54 +0800)]
Fix ymax in GROUP bounding box
svg-tests/circlepath.svg has the right box now
BTW: Segfaults in previous commit occur only for quadtree enabled
Sam Moore [Thu, 14 Aug 2014 04:48:04 +0000 (12:48 +0800)]
SVG tests are 100% less symlinky
That's the good news.
The bad news is that somewhere along the way a bunch of them became 100% more segfaulty.
Sam Moore [Thu, 14 Aug 2014 04:34:55 +0000 (12:34 +0800)]
Groups are a thing and sort of have a bounding box now
That was what I forgot in the last commit; I added "GROUP".
So, the idea is that GROUP can be used to shade a path.
Maybe. Eventually.
Or, it could just be used to make quad tree magic easier (?)
Or it could do both! (Since you can pretty easily just turn off the shading...
but we're getting ahead of ourselves a bit there)
Or, if it gets given a name, then it can be used to implement the <use> SVG tag.
And then we can allow recursion (which regular SVG doesn't support).
Wouldn't it be nice...
Sam Moore [Thu, 14 Aug 2014 04:21:31 +0000 (12:21 +0800)]
Bezier bounds rectangles are calculated correctly
CPU rendering and SVG parsing uses absolute coordinates.
GPU rendering uses relative coordinates (relative to the bounding box).
The Objects struct stores the absolute bounding boxes now.
Previously it was just using {0,0,1,1} (and thus the GPU's relative coordinates were
equivelant to the CPU's absolute coordinates).
I might have fixed some other things but I can't remember.
David Gow [Wed, 13 Aug 2014 13:38:56 +0000 (21:38 +0800)]
Support some more SVG stuff.
Can now get a dodgy, slightly hacked bit of gnuplot output to
render.
David Gow [Wed, 13 Aug 2014 13:09:59 +0000 (21:09 +0800)]
Clipping for RECT types. Breaks a little.
When using QuadTrees, RECT_OUTLINE and RECT_FILLED are clipped to
the quadtree node.
This lets you zoom in forever on rectangles with a couple of caveats:
1. This is technically wrong for RECT_OUTLINE, as more lines will be added.
2. There are a couple of issues related to the fact that only one node is
visible at a time. Notably:
(a) You lose the infinite precision when stradling a quadtree boundary,
which will happen eventually.
(b) Zooming out will show random broken things.
However, if you look at shape.svg, you can see how moving the camera around when
both the RECT and the BEZIER are in view, the RECT moves smoothly and the BEZIER
doesn't.
David Gow [Wed, 13 Aug 2014 12:52:57 +0000 (20:52 +0800)]
Use correct font metrics from truetype files.
Kerning, etc. should now be correct, but we use a monospace font
so it doesn't matter.
David Gow [Wed, 13 Aug 2014 11:49:33 +0000 (19:49 +0800)]
Automatically generate quadtree children.
This mostly works, and does the view reparenting. It doesn't do any clipping,
so we still hit precision issues as (for example) bézier control points are
outside the quadtree node's coordinate system, and become very, very large.
There are some issues with the boundaries of quadtree nodes, as the system
currently can't display two nodes at once. To compensate, it traverses up the
tree until it finds a single node which contains both, though this will be
a distant anscestor if the nodes are distantly related.
Quadtrees are still disabled by default. There are also a couple of minor
changes to the GL code to make it spit out fewer error messages and run
slightly faster on some hardware.
David Gow [Wed, 13 Aug 2014 08:05:38 +0000 (16:05 +0800)]
I am an idiot: the quadtree code is now fixed.
tl;dr: needed more * by 2.
iab;wtd*: The index buffers on the GPU contain _two_ elements per object,
one for the top left of the object's bounding box, one for the bottom-right.
We were taking that into account when computing the number of indices to give
the DrawElements() call, but not when calculating the offset into the buffer.
Oops.
*: I am bored; want tedious detail
David Gow [Wed, 13 Aug 2014 04:45:26 +0000 (12:45 +0800)]
A bunch of OpenGL debug annotations.
(Which will probably break compiling on cabellera)
Sam Moore [Tue, 12 Aug 2014 16:54:35 +0000 (00:54 +0800)]
SVG transforms now less broken
They work for rabbit_simple.svg now; that's pretty cool
Still appear slightly broken for more complicated SVGs (eg: the fox in ipdf/sam).
svg-tests/recursive.svg produces this error in eye of mate:
(eom:7883): librsvg-WARNING **: Circular SVG reference noticed, dropping
(If you have only one group referencing itself, there is no error but no recursion).
David Gow [Tue, 12 Aug 2014 14:08:36 +0000 (22:08 +0800)]
Merge branch 'master' of git.ucc.asn.au:ipdf/code
David Gow [Tue, 12 Aug 2014 14:07:56 +0000 (22:07 +0800)]
Still-broken quadtree shenanigans!
Quadtrees are, therefore, still disabled by default.
Sam Moore [Tue, 12 Aug 2014 10:29:59 +0000 (18:29 +0800)]
Only slightly totally broken SVG transformations
Argh
The matrices are ((a c e) (b d f) (0 0 1))
*Not* ((a b c) (d e f) (0 0 1))
I guess it's better than the Rect bounds crap.
But still broken.
Sam Moore [Tue, 12 Aug 2014 07:14:40 +0000 (15:14 +0800)]
SVG text and line elements
Totally not done properly but whatever
Sam Moore [Tue, 12 Aug 2014 06:36:47 +0000 (14:36 +0800)]
Make adding text to the document easier
tl;dr Use Document::AddText() to put text in places
Pass the font file in the Document constructor or call Document::SetFont() to change fonts
ts;iwtrm I am not freeing the font data buffer because I strongly suspect we will want to keep it.
You might be able to have arbitrary precision text only documents really easily if you
just re-add the glyphs at a new scale. That might be better than reparenting each individual bezier.
We could add a Document::Finalize() to free memory like the font data
which is used in creating the document but not needed afterwards.
But I want to be able to interactively add text anyway, so there doesn't seem
to be much point at the moment.
Sam Moore [Tue, 12 Aug 2014 06:08:00 +0000 (14:08 +0800)]
Deal with groups in SVG parsing
ParseSVGNode will recursively parse <svg>, <g> and <group> nodes.
Basically just going to try and implement a bunch more of SVG now.
The "transform" attribute would be a useful one to deal with because svg editors (at least, inkscape)
seem to be rather liberal in using it.
I hope the timestamp for this is correct, I ran git commit --amend but
I don't know if that will fix it.
Sam Moore [Fri, 8 Aug 2014 08:08:30 +0000 (16:08 +0800)]
Merge branch 'master' of git://git.ucc.asn.au/ipdf/code
David Gow [Thu, 7 Aug 2014 14:45:02 +0000 (22:45 +0800)]
Yes, we do need to delete m_op somehow.
David Gow [Thu, 7 Aug 2014 14:30:37 +0000 (22:30 +0800)]
"fixed" Rational::ToDouble().
Previously if the numerator or denominator was > the range of a double,
Rational.ToDouble() would return NaN. We now check for this case, and
discard precision accordingly.
David Gow [Thu, 7 Aug 2014 14:05:03 +0000 (22:05 +0800)]
Fix compiling with Arbint/Gmpint rationals
David Gow [Thu, 7 Aug 2014 13:40:33 +0000 (21:40 +0800)]
Fix SVG rendering of glyphs.svg
- Convert Quadratics -> Cubics properly
- Correctly handle relative movements in LineTo.
David Gow [Thu, 7 Aug 2014 13:34:33 +0000 (21:34 +0800)]
The power of truetype font rendering!
Sam Moore [Thu, 7 Aug 2014 03:44:01 +0000 (11:44 +0800)]
Make it work on Cabellera (again)
I keep forgetting I shouldn't use C++11 features
THEY ARE JUST SO CONVENIENT!
:(
Clownfish has C++11 but the open source AMD drivers don't like
geometry shaders and sulix threatened me with dire consequences
of installing fglrx...
Also fix the symlinks in svg-tests
Sam Moore [Thu, 7 Aug 2014 02:46:46 +0000 (10:46 +0800)]
Merge branch 'master' of git.ucc.asn.au:/ipdf/code
Dammit I hate merges
Sam Moore [Thu, 7 Aug 2014 02:42:02 +0000 (10:42 +0800)]
Cubic Beziers and more SVG stuff
Cubic Beziers!
Actually transform the coordinates properly!
Sort of maybe kind of render shape.svg correctly*
* Shading and stroke width will be available in the premium edition, order today for $99.99
David Gow [Wed, 6 Aug 2014 16:09:37 +0000 (00:09 +0800)]
Merge branch 'master' of git.ucc.asn.au:ipdf/code
David Gow [Wed, 6 Aug 2014 16:09:23 +0000 (00:09 +0800)]
Some QuadTree fixes.
Sam Moore [Wed, 6 Aug 2014 10:14:14 +0000 (18:14 +0800)]
Merge branch 'master' of git.ucc.asn.au:/ipdf/code
At least I set my time correctly this time. ho ho.
Sam Moore [Wed, 6 Aug 2014 10:11:40 +0000 (18:11 +0800)]
The view size is not 640x480 and hasn't been for a long time
So taking that plus some other stuff into account, the CPU renderer
for Beziers now uses the same number of lines as the GPU renderer!
Except when the bezier is a straight line. Then it just uses 1.
They still look slightly different. There is probably something wrong
with my Bresenham implementation.
David Gow [Wed, 6 Aug 2014 03:56:03 +0000 (11:56 +0800)]
QuadTree should segfault less frequently.
Still gives incorrect results w/ GPU transform.
David Gow [Tue, 5 Aug 2014 15:10:28 +0000 (23:10 +0800)]
Fix Bézier CPU rendering.
David Gow [Tue, 5 Aug 2014 14:54:25 +0000 (22:54 +0800)]
Fix beziers on GPU.
We can now render an SVG correctly(ish)! Woah!
David Gow [Tue, 5 Aug 2014 14:19:26 +0000 (22:19 +0800)]
Fix a huge bunch of memory corruption bugs in GL
It now is equally broken across Intel and nVidia.
The brokenness can be very pretty, though.
David Gow [Tue, 5 Aug 2014 13:48:59 +0000 (21:48 +0800)]
Don't try to unmap buffers which aren't mapped.
Fixes the GL_INAVLID_OPERATION that snuck in: this would occur
when calling GraphicsBuffer::Resize() on an unmapped, non-invalidated buffer.
Sam Moore [Tue, 5 Aug 2014 18:46:41 +0000 (02:46 +0800)]
Perpetrate SVG on the codebase
Well, parts of it.
We can have black and white SVG only.
I think it's currently buggy.
I figure we should probably be able to actually parse a document format.
And SVG, despite being XML, seems like the least terrible.
Using pugixml for XML parsing and horrible string tokenising because
SVG is not really a DOM language because of the "d" attribute (-_-)
Did I mention it was the least terrible?
Also, there seem to be lots and lots of bugs with things,
including Quadtree rendering of Beziers and actually just GPU rendering of more than one
Bezier in general.
Also I compiled atril without zoom limits but it crashes
due to things not related to precision. So we're beating atril I guess. Woo!
Sam Moore [Mon, 4 Aug 2014 07:52:58 +0000 (15:52 +0800)]
CS Lab machines have met their nemesis
The ongoing adventures of overcomplicated makefile land.
David is dictating this commit message by the way,
PS:
They are i686 and only g++0x from before 0x
Tune in next week for another exciting episode (or installment, you, the
viewer, decide!) of randomly ifdefing things out! Will our heroes
successfully defeat the 32 bit long? Or will they perish in an integer
overflow?
(I think the project is beginning to affect our minds)
Sam Moore [Mon, 4 Aug 2014 11:16:58 +0000 (19:16 +0800)]
Apparently things were done
Sam Moore [Sun, 3 Aug 2014 13:55:56 +0000 (21:55 +0800)]
Remove terrible "pow()" functions
There are many reasons why that was terrible and it finally all came apart
in a segfaultastic display.
We now have Power which only works for integer powers
But we only need those at the moment anyway.
Sam Moore [Sun, 3 Aug 2014 12:50:10 +0000 (20:50 +0800)]
VFPU derpage fixed
In my defence, hex and binary are only 14 digits apart
Sam Moore [Tue, 29 Jul 2014 14:36:53 +0000 (22:36 +0800)]
Add VFPU::Float (but it is broken)
Fails every single realops test.
Also it's stuck at 32 bits still.
Sam Moore [Tue, 29 Jul 2014 14:12:16 +0000 (22:12 +0800)]
Use "Real" in CPU renderer for filled circles
Sam Moore [Fri, 25 Jul 2014 05:03:15 +0000 (13:03 +0800)]
Get it compiling on Cabellera (g++0x not c++11)
... But at what cost?
David Gow [Wed, 23 Jul 2014 04:50:48 +0000 (12:50 +0800)]
More QuadTree code.
David Gow [Wed, 16 Jul 2014 07:40:29 +0000 (15:40 +0800)]
Fix some quadtree rendering bugs.
David Gow [Wed, 16 Jul 2014 06:48:11 +0000 (14:48 +0800)]
Quadtree Rendering for CPU transorm+render
David Gow [Tue, 15 Jul 2014 13:26:52 +0000 (21:26 +0800)]
QuadTree Rendering with GPU coord transform.
David Gow [Tue, 15 Jul 2014 13:10:05 +0000 (21:10 +0800)]
We should compile even if REAL is not 5
David Gow [Mon, 14 Jul 2014 15:12:56 +0000 (23:12 +0800)]
Actually add the Quadtree coordinate code
David Gow [Mon, 14 Jul 2014 01:24:00 +0000 (09:24 +0800)]
Quadtree transforms
David Gow [Mon, 7 Jul 2014 16:02:11 +0000 (00:02 +0800)]
Merge branch 'master' of git.ucc.asn.au:ipdf/code
David Gow [Mon, 7 Jul 2014 16:01:55 +0000 (00:01 +0800)]
Quadtrees! (Almost)
Sam Moore [Mon, 7 Jul 2014 08:46:12 +0000 (16:46 +0800)]
Change Rational<Arbint> -> Rational<Gmpint>
Works better (not surprising). Can change back @real.h:52
Sam Moore [Mon, 7 Jul 2014 08:19:50 +0000 (16:19 +0800)]
Now with GNU MultiPrecision (GMP) integers
gmpint.h is (in theory) mostly inline and shouldn't add much overhead
and was simpler than trying to understand the C++ "binding".
The Str() function is kind of terrible but that can't be helped.
Also fixed bug in realops tester (even the testers have bugs...)
And removed asm tester because the asm function is gone.
The bezier testers now don't compile, I don't think we need them anymore.
UCC git Repository :: git.ucc.asn.au