Geçmişin Kaydedilmesi

Yazar SHA1 Mesaj Tarih
  Lasse Öörni 5463254bbf Change references to Component::OnSetAttribute() to Serializable::OnSetAttribute() as the Component overload no longer exists. 11 yıl önce
  Lasse Öörni 42265071a3 Added a multiplier+addition for depth bias on OpenGL ES platforms. Increased default constant depth bias of lights. 12 yıl önce
  Lasse Öörni c3425334a3 Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276. 12 yıl önce
  Lasse Öörni 6833f858dc If a view's renderpath has no scene passes, allow rendering it also when no scene, camera & octree are provided. Closes #267. 12 yıl önce
  Lasse Öörni 0b87faa856 Minor code formatting. Prefer machine word loop counter. 12 yıl önce
  Lasse Öörni d534efd7c9 Use light's effective color for debug drawing. 12 yıl önce
  Lasse Öörni 094006ef91 Added brightness attribute to Light. Added separate equality test with and without epsilon to Color, similar to Vector2/3/4. 12 yıl önce
  Lasse Öörni 0ddc3c774e Clean up Batch code. Give larger sorting priority to negative lights so that they are applied right after ambient, followed by additive lights. 12 yıl önce
  Lasse Öörni 02e543ba5c Support for per-pixel negative lights. Added BLEND_SUBTRACT & BLEND_SUBTRACTALPHA blend modes. Light code cleanup. 12 yıl önce
  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) 12 yıl önce
  Lasse Öörni 3491baafd0 Added more accurate but more expensive raycast for BillboardSet, which approximates the individual billboards as spheres and gives the billboard index as the subobject. RAY_TRIANGLE level raycast must be used to enable it. Removed the RAY_AABB_NOSUBOBJECTS raycast level, as it was not used anywhere. 12 yıl önce
  Lasse Öörni 6d5ddc23e0 Bump the copyright for 2014. 12 yıl önce
  Lasse Öörni aa0f72cf65 Added world position & normal to RayQueryResult. 12 yıl önce
  Lasse Öörni ee0e3aa663 Removed the mechanism of binary-serializing resource name hashes instead of resource names. This is to allow correct resource loading from binary scene files on platforms that cannot iterate the resources in the application installation (eg. Android). This also affects networking, downside is increased network payload size when resource attributes are transferred. All binary scenes saved with old Urho versions are also invalidated. 12 yıl önce
  Lasse Öörni 347b840b7c Read HttpRequest in a background thread to prevent blocking. Always check all triangle mesh geometries for the closest hit in the RAY_TRIANGLE raycast mode. 12 yıl önce
  Lasse Öörni 372fbed88d Normalize resource names in SanitateResourceName() if they also contain a registered resource dir name, ie. Data/Scripts/NinjaSnowWar.as becomes Scripts/NinjaSnowWar.as. This fixes script file possibly getting loaded twice. 12 yıl önce
  Lasse Öörni e6d0b4d3f3 Normalize ray direction in constructor. 12 yıl önce
  Wei Tjong Yao 02512cecf9 In order to move the out-of-source 'build' directory back to Urho3D project root directory, all the source codes sub-directories are now moved down one level to a new directory under project root called 'Source'. 12 yıl önce