История коммитов

Автор SHA1 Сообщение Дата
  Lasse Öörni 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 лет назад
  Lasse Öörni c0d669ede3 Simplified renderpath depth stencil management, by ensuring that Renderer does not allocate multiple depth buffers of the same size. 13 лет назад
  Lasse Öörni 8d8126c6c3 Fixed alpha masked diffuse/normalmapped technique. 13 лет назад
  Lasse Öörni e8d549ef7e Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering. 13 лет назад
  Lasse Öörni 5d55c0959d Re-added the alpha masking hint to give priority to fully opaque materials. 13 лет назад
  Lasse Öörni c3f75ee181 Removed alpha test, as it is deprecated in modern graphics API's. Instead implemented in the pixel shader. 13 лет назад
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. 14 лет назад
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. 14 лет назад
  Lasse Öörni f9bfd4948f Shader refactoring. 14 лет назад
  Lasse Öörni 0be37e8495 Shader refactoring. Forward shader split to Ambient, BlinnPhong, Unlit & Volumetric. 14 лет назад
  Lasse Öörni 5139e5322e Use alpha test instead of discard in shadow shaders for very slight speed gain. 14 лет назад
  Lasse Öörni 80a6948b22 Large rendering architecture refactoring. 14 лет назад
  Lasse Öörni fe495f6bcc Added deferred fallback mode, which renders the G-buffer in 2 passes. 14 лет назад
  Lasse Öörni 80aee649df Re-enabled lit base pass optimization, with more careful checks to ensure proper rendering order. 14 лет назад
  Lasse Öörni f0ecda9785 Fixed numerical stability in Quaternion matrix constructor. 14 лет назад
  Lasse Öörni 25bd3a257c Do not use equal depth test. 14 лет назад
  Lasse Öörni 7c45da5588 Import new code. 14 лет назад