Lasse Öörni
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0da41425b5
Fixed debug mode assert.
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14 years ago |
Lasse Öörni
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8a57a3ee18
Threaded ray query.
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14 years ago |
Lasse Öörni
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950e37beb1
Refactored raycast query handling in preparation to threading it.
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14 years ago |
Lasse Öörni
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b204b2031d
Removed directional light shadowcaster occlusion for potentially taking much CPU time for relatively little gain, and/or being inaccurate.
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14 years ago |
Lasse Öörni
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f3b5dae787
Threaded occlusion check for the main view.
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14 years ago |
Lasse Öörni
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db5fbec28f
Get main view zones, occluders, lights and geometries using one octree query.
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14 years ago |
Lasse Öörni
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d958692faf
Further work item building optimizations.
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14 years ago |
Lasse Öörni
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714414a755
Code cleanup and work item building optimization in Octree & View.
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14 years ago |
Lasse Öörni
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6b504a0b21
Refactored occlusion buffer allocation to be thread-safe. Thread queries for directional shadowed lights as well.
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14 years ago |
Lasse Öörni
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7df7b2eaac
Profiling blocks cleanup.
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14 years ago |
Lasse Öörni
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cccb072a3d
Threaded light queries.
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14 years ago |
Lasse Öörni
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d29885dd9f
Clamp max. amount of worker threads.
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14 years ago |
Lasse Öörni
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9e7295d666
Threaded batch sorting.
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14 years ago |
Lasse Öörni
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aadc22f05a
Changed WorkItem to a value type to make it easier to construct work queue tasks.
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14 years ago |
Lasse Öörni
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f843523ee8
Removed the start/stop mechanism from WorkQueue.
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14 years ago |
Lasse Öörni
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f5bb9e5487
Work queue & octree reinsertion optimizations.
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14 years ago |
Lasse Öörni
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f9d04676f8
Queue octree updates & reinsertions in a PODVector instead of a HashSet.
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14 years ago |
Lasse Öörni
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721885ba4a
Divide geometry updates explicitly into main thread, worker threads, and none.
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14 years ago |
Lasse Öörni
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c8089b1687
Initial work queue & multithreading support.
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14 years ago |
Lasse Öörni
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62e5541039
Removed the duplicate FrameInfo structure for shadow rendering as unnecessary.
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14 years ago |
Lasse Öörni
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353270e6c7
UpdateDistance() / UpdateGeometry() refactoring. LOD levels are calculated in UpdateDistance(), while UpdateGeometry() is strictly used for preparing GPU resources, and is called after culling and preparing batches.
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14 years ago |
Lasse Öörni
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7e4bc727b4
Cleaned up Batch & instancing code. BatchGroup inherits from Batch to reduce unnecessary copying of values.
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14 years ago |
Lasse Öörni
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35e58c42f9
Added select/deselect all in the editor.
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14 years ago |
Lasse Öörni
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58eb27c25c
Further fix for not rendering unnecessary shadow casters.
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14 years ago |
Lasse Öörni
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d1ca0fd6cc
Do not render unnecessary directional light shadow map splits.
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14 years ago |
Lasse Öörni
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9c7908ca82
Do not show unused rendering passes in profiling.
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14 years ago |
Lasse Öörni
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9d077e78a8
Code cleanup.
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14 years ago |
Lasse Öörni
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bdc29caebd
Reverted to AngelScript 2.21.1 because of crash with VariantMap.
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14 years ago |
Lasse Öörni
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2fc9d75b9a
Rewritten zone query handling.
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14 years ago |
Lasse Öörni
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00cca6b83c
Zone system refactoring. Now objects check which zone they're in, for per-object ambient light and fog settings.
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14 years ago |