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BsGpuResourcePool.cpp
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1a1b8bc0d5
Hierarchical Z generation
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8 anos atrás |
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BsImageBasedLighting.cpp
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5cf6c85e2c
Omnidirectional shadow maps functional on OpenGL
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8 anos atrás |
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BsLightGrid.cpp
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3e1bd8a8a6
Renderer: Refactored visibility calculations so they are neatly encapsulated within the new RendererViewGroup class
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8 anos atrás |
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BsLightRendering.cpp
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8e8b4a86b9
Cascaded shadow maps mostly functional
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8 anos atrás |
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BsObjectRendering.cpp
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3eb9c8b634
Removing reliance on shader semantics
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8 anos atrás |
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BsPostProcessing.cpp
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047238cb55
Added rotation randomization in SSAO shader, in order to reduce banding
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8 anos atrás |
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BsRenderBeast.cpp
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05c9eaed34
HiZ generation enabled
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8 anos atrás |
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BsRenderBeastFactory.cpp
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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.
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8 anos atrás |
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BsRenderBeastPlugin.cpp
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b9a97b133e
Removing unnecessary DLL export specifiers from plugins
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8 anos atrás |
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BsRenderTargets.cpp
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1a1b8bc0d5
Hierarchical Z generation
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8 anos atrás |
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BsRendererObject.cpp
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4e57b50514
Massive refactor: Moving all the core thread objects into their own namespace, so I can rename them into something neater and get rid of the Core suffix
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9 anos atrás |
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BsRendererScene.cpp
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4891a95151
Final big bulk of work for shadow mapping (Untested)
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8 anos atrás |
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BsRendererView.cpp
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3e1bd8a8a6
Renderer: Refactored visibility calculations so they are neatly encapsulated within the new RendererViewGroup class
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8 anos atrás |
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BsSamplerOverrides.cpp
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56ed650df4
Final set of refactors to rename core thread objects
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9 anos atrás |
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BsShadowRendering.cpp
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8723b20968
Cascaded shadow maps functional on Vulkan
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8 anos atrás |
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BsStandardDeferredLighting.cpp
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4891a95151
Final big bulk of work for shadow mapping (Untested)
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8 anos atrás |