Lasse Öörni
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0c98c92182
Do not create a new directional light when drawing a fullscreen quad.
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13 years ago |
Lasse Öörni
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a556679a42
Fixed crash caused by assigning Geometry shared ptr's in multiple threads.
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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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48190acfca
Eliminated most virtual function calls from getting Drawable batches.
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13 years ago |
Lasse Öörni
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31e027b354
Maximum amount of sorted instances can be configured in Renderer. By default 1000.
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13 years ago |
Lasse Öörni
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e6fe0d6cf0
Removed convenience GetWorldTransform() from Component to make it explicit that an indirection to the parent node is being made.
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13 years ago |
Lasse Öörni
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132847926d
Do not unnecessarily calculate batch sort key or choose shaders for instanced batches.
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13 years ago |
Lasse Öörni
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ecdfec3e80
Small optimization to drawable collecting.
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13 years ago |
Lasse Öörni
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25fa4a2926
Optimized drawables' view space Z range calculation.
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13 years ago |
Lasse Öörni
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b4330ccc46
Optimized CheckVisibilityWork.
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13 years ago |
Lasse Öörni
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092c6e5bb5
Correct the minimum Z if no geometries at all.
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13 years ago |
Lasse Öörni
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987a168d9e
Optimized away unnecessary structures from View.
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13 years ago |
Lasse Öörni
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dbbf2f3310
Do not use octree query to find zone. Instead mark the drawable's zone inconclusive (temporary) if necessary.
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13 years ago |
Lasse Öörni
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3bec77f823
More descriptive profiler block names.
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13 years ago |
Lasse Öörni
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df4cd6214d
Ensure existence of default material by dynamically creating it if necessary.
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13 years ago |
Lasse Öörni
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19f604d105
Removed unnecessary if statement.
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13 years ago |
Lasse Öörni
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79a59c2e72
Moved the lit base pass check earlier for improved forward rendering performance with large object count.
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13 years ago |
Lasse Öörni
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50653416da
Reverted earlier shadow split refactoring due to unnecessary shadowcasters being rendered.
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13 years ago |
Lasse Öörni
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00522a44a7
Optimized GetBatch() in StaticModel & AnimatedModel by caching the current LOD geometries into a flat array.
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13 years ago |
Lasse Öörni
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504ffaa93d
Code cleanup.
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13 years ago |
Lasse Öörni
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91f6f87472
Explicitly mark changed nodes to avoid going through the whole scene in PrepareNetworkUpdate().
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13 years ago |
Lasse Öörni
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9635059778
Sort light and shadow batches as separate work items to optimize for large object count.
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13 years ago |
Lasse Öörni
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ee39c40667
Fixed crash when point light shadow query was incorrectly threaded.
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13 years ago |
Lasse Öörni
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0380c2d403
Moved a compare outside the OctreeQuery inner loop.
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13 years ago |
Lasse Öörni
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2bde036977
Moved drawable iteration inside the OctreeQuery virtual function.
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13 years ago |
Lasse Öörni
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0937a62115
Octree query micro-optimizations.
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13 years ago |
Lasse Öörni
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5d069ec2a1
Process the first shadow map split without going through the work queue.
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13 years ago |
Lasse Öörni
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8d30afc776
Process multiple shadow splits as threaded work items.
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13 years ago |
Lasse Öörni
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c710fb4ef6
Further optimization of network updates. Use a HashMap to store replicated and local nodes and components separately. Query depended on scene nodes only once per network frame, not per user. Cache the network attribute infos to Serializable.
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13 years ago |
Lasse Öörni
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139ef6d6e2
Removed the light to light queue map. Instead store the light queue pointer directly to the light.
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13 years ago |