Lasse Öörni
|
00cca6b83c
Zone system refactoring. Now objects check which zone they're in, for per-object ambient light and fog settings.
|
14 years ago |
Lasse Öörni
|
15e8c14623
Separated SetIntensitySortValue() into two separate functions.
|
14 years ago |
Lasse Öörni
|
63f23313d6
Sort also the postalpha pass back to front.
|
14 years ago |
Lasse Öörni
|
7f7e8b970d
Added subgeometry centers to the model format for proper sorting of transparent geometries.
|
14 years ago |
Lasse Öörni
|
7be9585861
Fixed erroneous use of local axis movement when more than one node selected.
|
14 years ago |
Lasse Öörni
|
b11b0f8de1
Initial gizmo-based node transform editing.
|
14 years ago |
Lasse Öörni
|
83dbac20fc
Fixed Camera's view override flags not exposed to script.
|
14 years ago |
Lasse Öörni
|
37621a0c4b
Removed View friend class from Renderer. Made more Renderer functions public, as they can be usable also outside of View.
|
14 years ago |
Lasse Öörni
|
0e84c54306
Added shader parameter register count information in the D3D shader file format.
|
14 years ago |
Lasse Öörni
|
2f28445d94
Removed the "directional light occluded shadowcaster" -optimization, as it may produce missing light at the far distance when shadow starts to fade.
|
14 years ago |
Lasse Öörni
|
589c0ee141
Expanded the lit base pass optimization to cover also the first spot or point light affecting a drawable.
|
14 years ago |
Lasse Öörni
|
399137b540
Force occlusion buffer to an even pixel height to prevent slightly different aspect ratio from generating worse occlusion results.
|
14 years ago |
Lasse Öörni
|
a827f8c1fb
Fixed potential bug in handling the first light affecting a drawable.
|
14 years ago |
Lasse Öörni
|
f26ff1c2f6
Sort batch groups front to back according to the distance of the first batch to reduce overdraw.
|
14 years ago |
Lasse Öörni
|
fd06d3cf4a
Fixed component ID overwrite when copy-pasting scene nodes in the editor.
|
14 years ago |
Lasse Öörni
|
80a6948b22
Large rendering architecture refactoring.
|
14 years ago |
Lasse Öörni
|
fe495f6bcc
Added deferred fallback mode, which renders the G-buffer in 2 passes.
|
14 years ago |
Lasse Öörni
|
292ebed51f
Added initial fallback mode (no MRT, no hardware shadows.)
|
14 years ago |
Lasse Öörni
|
c65998f0e3
For a slight speed gain, do not draw a GBufferFill fullscreen quad when hardware depth is available, instead just clear the diffuse buffer.
|
14 years ago |
Lasse Öörni
|
e2e29ff790
Re-enabled AngelScript type caching.
|
14 years ago |
Lasse Öörni
|
b9d7839d94
OctreeQuery micro-optimizations.
|
14 years ago |
Lasse Öörni
|
ad6243870b
Updated to newest kNet & AngelScript.
|
14 years ago |
Lasse Öörni
|
fc3896fe02
Added configurable instancing group minimum size and maximum triangles per instanced object.
|
14 years ago |
Lasse Öörni
|
80aee649df
Re-enabled lit base pass optimization, with more careful checks to ensure proper rendering order.
|
14 years ago |
Lasse Öörni
|
a89cb22161
Replaced edge filtering with temporal antialiasing with ghosting prevention.
|
14 years ago |
Lasse Öörni
|
e5ad79494b
Re-enabled INTZ depth support in deferred mode.
|
14 years ago |
Lasse Öörni
|
5a64681f0b
Optimize forward lighting when material has zero specular strength.
|
14 years ago |
Lasse Öörni
|
da685e99de
Ported optimizations and code cleanup from the prepass-branch.
|
14 years ago |
Lasse Öörni
|
bd75b09b65
Optimized depth tests used in light volume rendering and stencil masking.
|
14 years ago |
Lasse Öörni
|
f0ecda9785
Fixed numerical stability in Quaternion matrix constructor.
|
14 years ago |