Lasse Öörni
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040b6263f5
Fix crash with null constant buffer slots.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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2cefd437de
Check if shader uses uniforms outside buffer and invalidate all parameter groups in that case, when switching shaders. Add define in Uniforms.glsl which allows to disable constant buffers on OpenGL 3, as using them may actually be slower.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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0e5a05afc7
OpenGL 3 constant buffer support.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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5fd6d42159
Use core functions for FBO operations when using OpenGL 3.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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006c17f78e
Added command line & engine startup option to disable OpenGL 3.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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992cbcc73f
Fix GLSL deprecation warnings. OpenGL 3 clip plane support. Use R32F format on OpenGL 3 for deferred linear depth instead of manual RGB encoding & decoding.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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07a75dc37b
Initial OpenGL 3.2 support.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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c833b34b7a
Remove Graphics::SetDrawAntialiased() as it does not help the situation it was created for (blurred UI rendering on Nvidia 16x multisampling on OpenGL) and it cannot be implemented on D3D11.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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876d1834eb
Add D3D11 sampler states. Fix crash on empty vertex declaration. Fix Matrix3x3 uniforms on D3D11. Modify gpuObjects_ to PODVector.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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48483ac07c
Reduce number of distinct shader parameter groups to prepare for mapping them to constant buffers.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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3685373e77
Do not store window position in fullscreen mode; would be 0,0 and position the window to hard top-left after switching back to windowed.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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6e6c39c5a8
Add a ShaderProgram class also for D3D9, which holds the combined shader parameters. Cleaned up ShaderProgram handling on OpenGL. Optimized away repeated assignment of constant values from D3D9 SetShaderParameter().
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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9f129ecd51
Merge branch 'master' into render-refactor
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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9a98779ae9
Remove StreamFrequency related functions from Graphics public API as unnecessary.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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51c80107e9
Removed debug log prints from OGLGraphics.cpp. Fixed build warnings.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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88080dad31
Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function.
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%!s(int64=10) %!d(string=hai) anos |
Lasse Öörni
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56f64c60b9
Texture unit refactoring. On desktop ensure continuous range of 8 material texture units, while mobile has 5. Material can define a volume (3D) texture in the volume unit (desktop only.)
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%!s(int64=11) %!d(string=hai) anos |
Lasse Öörni
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6be3b14855
Merge branch 'master' into render-refactor
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%!s(int64=11) %!d(string=hai) anos |
Lasse Öörni
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84b5a2de5f
Shadow support on Emscripten. For now same capability as on mobiles; no cascaded shadow map.
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%!s(int64=11) %!d(string=hai) anos |
t
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5d92f18b46
engine source changes for emscripten
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%!s(int64=11) %!d(string=hai) anos |
Lasse Öörni
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b96f47db61
Change order of matrix multiplies in GLSL to eliminate need to transpose matrix uniforms and make the order consistent with skinned & instanced rendering.
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%!s(int64=11) %!d(string=hai) anos |
Lasse Öörni
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0990fd72f2
Added Graphics::GetPixelUVOffset() to get the half-pixel offset required by D3D9, avoids #ifdef'ing. Clean up shadow matrix calculation.
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%!s(int64=11) %!d(string=hai) anos |
Lasse Öörni
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73bbf3f787
Fix textures left bound in multiple units if the texture type (2D, cubemap) differs on OpenGL.
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%!s(int64=11) %!d(string=hai) anos |
Lasse Öörni
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79e45ba7e3
Reduce cost of shader switching on Direct3D9 by maintaining shader parameter list for each vertex/pixel shader combination similarly to the OpenGL ShaderProgram class. Remove the shadertype parameter from Graphics::HasShaderParameter() as unnecessary.
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%!s(int64=11) %!d(string=hai) anos |
Lasse Öörni
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bb2ebf7568
Bump copyright to 2015.
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%!s(int64=11) %!d(string=hai) anos |
Yao Wei Tjong 姚伟忠
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f719e3a429
Remove explicit inclusion of precompiled header file.
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%!s(int64=11) %!d(string=hai) anos |
Lasse Öörni
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6fc05e9373
Added support for defining custom depth-stencil textures in the renderpath, and performing depth-only rendering passes. Readded support for readable HW depth format (on D3D9 it uses the INTZ hack.) Improved RenderPath & Graphics Lua bindings. Added -renderpath command line option to specify the renderpath file to use.
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%!s(int64=11) %!d(string=hai) anos |
Yao Wei Tjong 姚伟忠
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359efb2d37
Move the DebugNew.h from Urho3D/Container subdir to Urho3D subdir.
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%!s(int64=11) %!d(string=hai) anos |
Yao Wei Tjong 姚伟忠
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b0f96615d8
Further clean up on the include path for the Graphics sub-library.
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%!s(int64=11) %!d(string=hai) anos |
Yao Wei Tjong 姚伟忠
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0a2e601307
Change the include path for Precompiled header to fix MSVC build.
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%!s(int64=11) %!d(string=hai) anos |