BearishSun
|
4ec80fa09d
Fixed driver timeout crash related to invalid bounds checking in light grid creation shaders
|
8 anos atrás |
BearishSun
|
01946d1a00
Getting the new component system to work
|
8 anos atrás |
BearishSun
|
64535d3e8c
Fixing an issue where applying a prefab diff to an uninstantiated scene object would instatiate it
|
8 anos atrás |
BearishSun
|
d8e62567db
Native components can now be in paused or stopped state, in an attempt to unify native/managed component logic
|
8 anos atrás |
BearishSun
|
53ffc80827
Refactor/Cleanup: Scene manager and renderer are no longer split across two libraries, for no real reason. Moved everything related to them to Core layer.
|
8 anos atrás |
BearishSun
|
3eecbecfa0
Refactoring C# components so they're just wrappers for C++ ones, to avoid duplicate code
|
8 anos atrás |
BearishSun
|
0f35b1f2cb
More work on user manuals
|
8 anos atrás |
BearishSun
|
f4dd2fc1b2
MSAA support fully working on DirectX, OpenGL and Vulkan
|
8 anos atrás |
BearishSun
|
f95bf9e749
Better light grid depth slice distribution
|
8 anos atrás |
BearishSun
|
8531a656fd
Bulk of code for deferred rendering MSAA
|
8 anos atrás |
BearishSun
|
1782bd60f1
More work on user manuals
|
8 anos atrás |
BearishSun
|
9e92fbca04
HLSL code for tile deferred with MSAA support (WIP)
|
9 anos atrás |
BearishSun
|
c530c1795f
Transparent rendering path now functional using clustered rendering without depth pre-pass requirement. Same path can also be used for normal opaque object rendering if needed.
|
9 anos atrás |
BearishSun
|
12285c8173
Vulkan: When writing to storage buffers/images, make sure those writes are visible to later operations in the same render pass
|
9 anos atrás |
BearishSun
|
f1271a4e5a
OpenGL: Fixed invalid parsing of image buffers
|
9 anos atrás |
BearishSun
|
10523f6750
Vulkan: Fixing an issue where waiting on a queue didn't necessarily guarantee fences of submitted command buffers were signaled
|
9 anos atrás |
BearishSun
|
42c00ad036
Work on transparent rendering path - DirectX functional
|
9 anos atrás |
BearishSun
|
e51517f40e
More work on user manuals
|
9 anos atrás |
BearishSun
|
c41585f7af
Vulkan: Fixing a few issues related to binding sampled buffers and non-sampled buffers in the same shader
|
9 anos atrás |
BearishSun
|
b2dd0ffa03
Work on transparent rendering path
|
9 anos atrás |
BearishSun
|
565cbef7dc
Added code & shaders for generating a view-space light grid for use in forward shading, primarily meant for transparency (WIP)
|
9 anos atrás |
BearishSun
|
39627c97f2
More work on user manuals
|
9 anos atrás |
BearishSun
|
6edc0af5ff
Vulkan/OpenGL: Tiled deferred renderer functional
|
9 anos atrás |
BearishSun
|
821069bd0f
Tiled deferred rendering: Moving all lights to a single buffer to make shader code simpler
|
9 anos atrás |
BearishSun
|
495ee9a188
Vulkan: Fixing issues with the base tile deferred shader
|
9 anos atrás |
BearishSun
|
0411c07e17
DX11: Fixed an issue where mip-maps were disabled during rendering
|
9 anos atrás |
BearishSun
|
e3472f8f9b
OpenGL: Rendering to sRGB texture now properly de-linearizes written values
|
9 anos atrás |
BearishSun
|
ff8f690717
Tiled deferred rendering (DX11 only for now)
|
9 anos atrás |
BearishSun
|
2bc0d229c9
More work on user manuals
|
9 anos atrás |
BearishSun
|
eec99bff10
Moving light pass in a compute shader in preparation for tiled deferred rendering
|
9 anos atrás |