Lasse Öörni
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981b5bcac4
Use viewport sized intermediate rendertargets so that pixels outside the viewport never leak into post-processing. Added viewport multiplier mode to renderpath definition. Closes #265.
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11 vuotta sitten |
Lasse Öörni
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c8fe21f06a
Revert "Fixes to sceneless renderpath on OpenGL." to fix crash on minimize on Android.
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11 vuotta sitten |
Lasse Öörni
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ee9868e29e
Refactor setting global & camera shader parameters to functions. Used both by Batch & View. Ensure that same parameters are set in both scene and quad (postprocess) rendering. Note that quad rendering still does not use the camera's real projection matrix to ensure stability.
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11 vuotta sitten |
Lasse Öörni
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2bedd953ce
Fixes to sceneless renderpath on OpenGL.
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11 vuotta sitten |
Lasse Öörni
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6bfcc28010
Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows.
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11 vuotta sitten |
Lasse Öörni
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1418fb7e83
Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders.
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11 vuotta sitten |
Lasse Öörni
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6833f858dc
If a view's renderpath has no scene passes, allow rendering it also when no scene, camera & octree are provided. Closes #267.
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11 vuotta sitten |
Lasse Öörni
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882f4da62e
Added quad rendering missing elapsed time parameter fix from szamq. Also add delta time parameter to batch rendering. Closes #272.
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11 vuotta sitten |
Lasse Öörni
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0c4466d3f3
Optimized away going through renderpath commands just to find the litbase-flag.
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12 vuotta sitten |
Lasse Öörni
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07f06563bc
Optimized Renderer::GetShader() so that caching shader variation pointers becomes unnecessary for the most part.
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12 vuotta sitten |
Lasse Öörni
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6d5ddc23e0
Bump the copyright for 2014.
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12 vuotta sitten |
Lasse Öörni
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030f890ed5
Further fixes and optimizations to View render target pingpong handling. Update Material memory use when modified programmatically.
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12 vuotta sitten |
Lasse Öörni
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30455bfba2
Rewrote viewport resolve / pingpong logic in View. Optimizes away unnecessary framebuffer copies and fixes #138.
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12 vuotta sitten |
Lasse Öörni
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f9a6235f47
Added "refract" pass to default renderpaths. This has the rendered scene so far (opaque + sky) available in the environment texture unit.
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12 vuotta sitten |
Lasse Öörni
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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.
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12 vuotta sitten |
Lasse Öörni
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0f5456d35e
Avoid unnecessary rendertarget blitting in OpenGL light prepass mode.
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12 vuotta sitten |
Lasse Öörni
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a1f6681de3
Eliminated one loop of going through the drawables in View::GetDrawables(). Instead perform the same work in worker threads.
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12 vuotta sitten |
Lasse Öörni
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caf0994b8f
Optimize vector/quaternion Normalize() to a no-op if already at unit length. Changed return value to void.
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12 vuotta sitten |
Wei Tjong Yao
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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'.
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12 vuotta sitten |