Commit Verlauf

Autor SHA1 Nachricht Datum
  Lasse Öörni 45c2cb8a1e Added note of URHO3D_API macro in the contribution instructions. vor 12 Jahren
  Lasse Öörni 8663f44221 Added a guideline / checklist documentation page for contributing. vor 12 Jahren
  Lasse Öörni 0cf91f489b Changelog for upcoming release. vor 12 Jahren
  Lasse Öörni 4c67f1b254 Added mention of the Urho2D components to Rendering page. vor 12 Jahren
  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. vor 12 Jahren
  Lasse Öörni 2c255f7c53 More fixes for outdated documentation. vor 12 Jahren
  Lasse Öörni 5a6a11c521 Minor documentation / comment fixes. vor 12 Jahren
  Lasse Öörni cc9e5e1994 Moved to XML based shader precache files. Refactored shader precaching code to its own class. Closes #199. vor 12 Jahren
  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. vor 12 Jahren
  Lasse Öörni 47836474e2 Variant pointer refactoring. Variant can now hold a weak pointer to a RefCounted object, which is safer, and is returned using GetPtr(). Engine events have been converted to use that mechanism. GetPtr() is also directly available in AngelScript, as well as assigning a RefCounted or derived class handle to a Variant. vor 12 Jahren
  Lasse Öörni 4c02e19352 Increased the OpenGL ES constant depth bias adjustment to reduce self-shadowing artifacts. Do not use cascaded shadow mapping on OpenGL ES, so that the low quality shadow mode can avoid dependent texture reads altogether for much higher performance on iOS. Updated documentation of the GetPlatform() function. vor 12 Jahren
  Lasse Öörni 6a760116ff Added note on implementing scene logic, and that you should not subclass Node. vor 12 Jahren
  Lasse Öörni 00cf05c2a2 Document what is unsafe in WorkQueue work functions. vor 12 Jahren
  Lasse Öörni cc6fd2c34a Documented the built-in HEIGHTFOG shader define. vor 12 Jahren
  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. vor 12 Jahren
  Lasse Öörni 381e9a04c3 Merge branch 'shader-refactor' vor 12 Jahren
  Lasse Öörni 63bd03c6d6 Added document section on UI textures. vor 12 Jahren
  Lasse Öörni c683652b9d Shader migration instructions. vor 12 Jahren
  Lasse Öörni b76823a317 Added height fog mode boolean to Zone. Apply height fog shaders automatically. Changed height fog parameters to be relative to the zone node. vor 12 Jahren
  Lasse Öörni 66ab76611a Minor documentation edit. vor 12 Jahren
  Lasse Öörni 383e248b44 Updated documentation for techniques, shaders and renderpaths. vor 12 Jahren
  Lasse Öörni caf080ecbb Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet. vor 12 Jahren
  aster2013 e46a159ce0 Update documentation. vor 12 Jahren
  Lasse Öörni d2117ba01f For now do not attempt to use 3D textures on OpenGL ES. vor 12 Jahren
  Lasse Öörni 0c393f915a Added note of clip plane being unsupported on OpenGL ES 2.0. vor 12 Jahren
  Lasse Öörni 18e2349ae1 Added script bindings for the new SDL controller constants. Updated Input documentation. vor 12 Jahren
  Lasse Öörni 4f9287b7c8 Added AssetImporter options. Skip copy of zero-sized textures. In FileSystem::CopyFile(), do not overwrite destination file if opening the source file fails. Closes #129. vor 12 Jahren
  Lasse Öörni 7fbefe6f43 Added AssetImporter option to restore earlier behavior, to flatten scene hierarchy in scene mode. vor 12 Jahren
  Lasse Öörni 604c8714aa Changed AssetImporter to save the relevant scene node hierarchy in scene mode, instead of just nodes containing meshes. vor 12 Jahren
  Lasse Öörni f9a6235f47 Added "refract" pass to default renderpaths. This has the rendered scene so far (opaque + sky) available in the environment texture unit. vor 12 Jahren