Commit History

Author SHA1 Message Date
  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