Commit History

Author SHA1 Message Date
  Lasse Öörni 0eb0a5d7a5 When a Zone moves or is removed from octree, clear zone from all drawables within the bounding box, not just from those that belong to the zone. This allows zone search in View to perform more optimally. 11 years ago
  Lasse Öörni 2082c026c2 Handle zone search better to avoid erroneous lower-priority zone assignment. Added OnRemoveFromOctree() virtual function to Drawable. Zone code simplified. Remove zone reference from drawables within its bounding box when the zone is being destroyed. 11 years ago
  Lasse Öörni 6fbda65a4f Initial negative light support. Right now works only with per-vertex lights. Set negative light color to use. Per-pixel negative lights may be problematic, as they require different blend mode, will also darken any emissive materials, and will not work in light pre-pass mode (there is nothing to subtract from, as light buffer is initialized with black) 11 years ago
  Lasse Öörni 1941c508b4 Removed erroneous comment from View. Do not treat it a fatal error in OgreImporter if index optimization can't be done. 11 years ago
  Lasse Öörni 03043038a0 Visualize camera as a frustum. Do not draw debug geometry in the editor's camera preview. 11 years ago
  Lasse Öörni 4bd2eb0356 Refactoring of Drawable::IsInView() functions and drawable view tracking. 11 years ago
  Lasse Öörni bfd968f9d7 Removed the base batch / non-base batch separation from BatchGroup. This is only needed for light queues, so rather have LightBatchQueue have separate queues for base & non-base. 11 years ago
  Lasse Öörni abc6fcd8b8 Shader precaching mechanism. Call Graphics::BeginDumpShaders() or use the engine command line parameter -ds <file> to create a shader dump file of the variations that are loaded during program run, and Graphics::PrecacheShaders() to load the dump file. 12 years ago
  Lasse Öörni e44e3f7652 Only signal work items that have specified or higher priority in WorkQueue::Complete(), to prevent lower priority work item events triggering when they shouldn't (in the middle of render update.) Set explicit max priority in Octree & View items, but leave default priority to the lowest for user items. Removed a static variable from WorkQueue::PurgePool(). 12 years ago
  Alex Parlett e8abdfc366 Added Pool for WorkItem SharedPtrs to save allocation every frame. Its an optional construct to allow the user to create their own pools or not use the pool if they so desire. 12 years ago
  Alex Parlett 51a1e84248 Changed WorkQueue to use a List<SharedPtr<WorkItem> > and ensure that it doesn't contain duplicates. 12 years ago
  Lasse Öörni 0c4466d3f3 Optimized away going through renderpath commands just to find the litbase-flag. 12 years ago
  Lasse Öörni 809efdb4c6 Added the concept of persistent target in renderpath, which are not mixed in the rendertarget pool with other textures of same size & format. Used for the AutoExposure previous frame luminance. 12 years ago
  Lasse Öörni f0501cbeae Fixed Blur postprocess effect XML. Fixed View spamming the log with attempts to get an empty quad shader after failing to get the proper shaders once. 12 years ago
  Lasse Öörni 45003707c0 Fixed substituteRenderTarget_ possibly being uninitialized. 12 years ago
  Lasse Öörni dc5f4a1834 Merge branch 'master' into shader-refactor 12 years ago
  Lasse Öörni 0610520768 Quads that don't read the viewport should not begin the pingpong chain. Fixes #167. 12 years ago
  Lasse Öörni c3c177525d Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166. 12 years ago
  Lasse Öörni 3e14caf89e Load/save cached binary HLSL shaders. Report SM3 supported on OpenGL to simplify code. 12 years ago
  Lasse Öörni 782c3ac54e Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166. 12 years ago
  Lasse Öörni db713bdba2 Avoid string allocations during View::Define() and Renderer::GetShader(). 12 years ago
  Lasse Öörni 07f06563bc Optimized Renderer::GetShader() so that caching shader variation pointers becomes unnecessary for the most part. 12 years ago
  Lasse Öörni ea334e4393 Merge branch 'master' into shader-refactor 12 years ago
  Lasse Öörni 6d5ddc23e0 Bump the copyright for 2014. 12 years ago
  Lasse Öörni e0f391b0fc Started shader refactoring. 12 years ago
  Lasse Öörni c6b906a822 Distinguish between cube/3D textures in renderpath commands by the texture unit. 12 years ago
  primitivewaste d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 years ago
  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 years ago
  Lasse Öörni 030f890ed5 Further fixes and optimizations to View render target pingpong handling. Update Material memory use when modified programmatically. 12 years ago
  Lasse Öörni 3718b3dc29 Set currentRenderTarget for safety in case the renderpath has no commands. 12 years ago