История коммитов

Автор SHA1 Сообщение Дата
  Lasse Öörni d723bef62b On OpenGL ES 2.0, create depth renderbuffers in explicit GL_DEPTH_COMPONENT16 format, as GL_DEPTH_COMPONENT is unsupported on some devices. Possibly a fix for #140. 12 лет назад
  Lasse Öörni 030f890ed5 Further fixes and optimizations to View render target pingpong handling. Update Material memory use when modified programmatically. 12 лет назад
  Lasse Öörni 3718b3dc29 Set currentRenderTarget for safety in case the renderpath has no commands. 12 лет назад
  Lasse Öörni 4aeeefdd38 Safety check to skip renderpath commands with no output names, could cause out-of-bounds indexing. 12 лет назад
  Lasse Öörni 30455bfba2 Rewrote viewport resolve / pingpong logic in View. Optimizes away unnecessary framebuffer copies and fixes #138. 12 лет назад
  Lasse Öörni cadb503976 Added transform by matrix functions to Plane. Added camera clipping plane support. Added basic reflective+refractive water shader + material. 12 лет назад
  Lasse Öörni f9a6235f47 Added "refract" pass to default renderpaths. This has the rendered scene so far (opaque + sky) available in the environment texture unit. 12 лет назад
  Lasse Öörni 7636bd6310 Fixed depth getting unnecessarily reset when ping-ponging rendertargets for a pass that both reads & writes the scene viewport. 12 лет назад
  Lasse Öörni 79eac917be Fixed distance update for Drawables for draw distance & shadow draw distance checks. Closes #56. 12 лет назад
  Lasse Öörni 40c7c0f7af Initialize geometry type of light volume batches. 12 лет назад
  Lasse Öörni 168b69c09d Added StaticObjectGroup component for optimizing culling, light and drawcall processing. Update HugeObjectCount to use it. Not yet exposed to script. 12 лет назад
  Lasse Öörni c20257cdf7 Merged the shaderData_ and worldTransform_ members of Batch & SourceBatch. The idea is that a batch can define multiple world transforms. For static geometry this means instance transforms. For skinned geometry they are bone transforms instead. 12 лет назад
  Lasse Öörni 311b66f859 Invert also quad projection when camera is inverted. 12 лет назад
  Lasse Öörni 0f5456d35e Avoid unnecessary rendertarget blitting in OpenGL light prepass mode. 12 лет назад
  Lasse Öörni c1e03c48db Combine octree update & reinsertion queuing. 12 лет назад
  Lasse Öörni a1f6681de3 Eliminated one loop of going through the drawables in View::GetDrawables(). Instead perform the same work in worker threads. 12 лет назад
  Lasse Öörni caf0994b8f Optimize vector/quaternion Normalize() to a no-op if already at unit length. Changed return value to void. 12 лет назад
  Lasse Öörni e6d0b4d3f3 Normalize ray direction in constructor. 12 лет назад
  Lasse Öörni 87a6ee9578 Added MultipleViewports & RenderToTexture samples. 12 лет назад
  Wei Tjong Yao 02512cecf9 In order to move the out-of-source 'build' directory back to Urho3D project root directory, all the source codes sub-directories are now moved down one level to a new directory under project root called 'Source'. 12 лет назад