Lasse Öörni
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b2645460ef
Refactored view queuing in Renderer.
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13 years ago |
Lasse Öörni
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a40fead7dc
Updated license for the new year.
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13 years ago |
Lasse Öörni
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ffe65cf885
Transition to xml-defined rendering path. Pass names changed. Likely caused a large number of regressions to postprocessing, texture rendering & multisampling, which need to be sorted out. The renderpath feature also needs to be documented.
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13 years ago |
Lasse Öörni
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1ce5a632bd
Removed the PassType enum in favor of hashed pass names, to prepare for freeform/redefinable render pipeline.
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13 years ago |
Lasse Öörni
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2ae05de8ca
Added elapsed time accumulation to Scene.
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13 years ago |
Lasse Öörni
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7c61b098bf
Fixed forward lit spotlight shadows on OpenGL.
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13 years ago |
Lasse Öörni
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14b78585fc
Added CustomGeometry component, which is similar to OGRE ManualObject.
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13 years ago |
Lasse Öörni
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88aaa46465
Corrected formatting issues. License.txt & Readme.txt encoded as UTF-8, source code uses ASCII encoding.
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13 years ago |
Lasse Öörni
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fa4e6ea827
To be consistent, removed the dependency of animation and terrain LOD from viewport pixel size, as the actual size of screen pixels can not be known. Now the LOD only depends on distance and scale.
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13 years ago |
Lasse Öörni
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f0b6d55b28
Enclosed Urho3D classes inside Urho3D namespace to avoid clashes with external libraries.
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13 years ago |
Lasse Öörni
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c64dfb114e
Added back polygon fill mode.
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13 years ago |
Lasse Öörni
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30c21a3789
Added terrain blend shader and terrain example.
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13 years ago |
Lasse Öörni
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2a0aae070a
Started work on terrain.
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13 years ago |
Lasse Öörni
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153106519e
Restored public locking API for vertex & index buffers. On OpenGL locking is always emulated using either shadow or scratch data.
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13 years ago |
Lasse Öörni
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a4c1924e04
Vertex & index buffer refactoring to unify feature set between graphics APIs, cleanup code, and prepare for Android OpenGL context loss handling.
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13 years ago |
Lasse Öörni
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a8c622f330
Started work on GLES2 shadow mapping.
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13 years ago |
Lasse Öörni
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9a4e69d5bc
Removed fillmode, as it is deprecated on some APIs and not currently used in Urho3D.
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13 years ago |
Lasse Öörni
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78039db8b8
Fixed shader parameter group system for OpenGL renderer.
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13 years ago |
Lasse Öörni
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6f55d9c24e
Divided shader parameters into groups for less checking of whether individual parameters need update.
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13 years ago |
Lasse Öörni
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d62812df86
Comments cleanup and Batch refactoring.
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13 years ago |
Lasse Öörni
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cc3ee34f58
Increased occlusion buffer depth bias.
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14 years ago |
Lasse Öörni
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d34a73bfb9
Added full deferred rendering in addition to light pre-pass.
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14 years ago |
Lasse Öörni
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7075513957
Cleaned up bloom shader code.
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14 years ago |
Lasse Öörni
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55ce257a9c
Initial postprocessing implementation. Reimplemented the FXAA edge filter using it.
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14 years ago |
Lasse Öörni
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b9e62689f2
Freed up pixel shader uniforms.
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14 years ago |
Lasse Öörni
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b2fae0ccb4
Added FXAA edge filter.
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14 years ago |
Lasse Öörni
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c4e569879d
Restored the optional lit base pass optimization, but with the limitation of no ambient gradient.
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14 years ago |
Lasse Öörni
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0626f46fa8
Fixed missing light pre-pass rendering on OS X by not binding the light buffer to the same texture unit as the shadow map. Unbind buffer textures after use.
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14 years ago |
Lasse Öörni
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f9bfd4948f
Shader refactoring.
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14 years ago |
Lasse Öörni
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c0d05666f8
Initial light volume rendering.
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14 years ago |