Lasse Öörni
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1826c7ee55
Minor render path documentation edits.
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10 лет назад |
Lasse Öörni
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15f338b3c0
Allow RenderPath to define cube map rendertargets. Allow RenderPath to refer to rendertargets created programmatically and stored as named manual resources.
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10 лет назад |
Lasse Öörni
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da7dda75c0
Added contributor credit and brief documentation section on the crowd navigation.
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10 лет назад |
Lasse Öörni
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0235c02653
Expose Geometry, IndexBuffer & VertexBuffer to script, with VB & IB content access using VectorBuffer. AngelScript 34_DynamicGeometry example. Lua version to follow.
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10 лет назад |
Lasse Öörni
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f9c8cb073a
Documented material fill mode.
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10 лет назад |
Yao Wei Tjong 姚伟忠
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b7f0a1807f
Minor documentation update on the build options section.
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10 лет назад |
Lasse Öörni
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d06ffe1445
Merge pull request #680 from urho3d/render-refactor
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11 лет назад |
Lasse Öörni
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b8c7c59eca
Configure amount of allowed bones for hardware skinning based on the rendering API. Allow 128 bones on Direct3D 11 & OpenGL 3. Add -mb (maxbones) parameter to AssetImporter & OgreImporter. When using OpenGL 3, allow deferred rendering to use different MRT formats without forcing an RGBA substitute rendertarget.
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11 лет назад |
Lasse Öörni
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a363fa2b0e
Update documentation related to DirectX SDK and shader compiling.
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11 лет назад |
Lasse Öörni
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0e17c34570
Typo fix and minor documentation tweak.
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11 лет назад |
Lasse Öörni
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99e49ac3b8
Add an 8-bit timestamp to client controls, which gets incremented on each sent update. Echo this timestamp back in server updates sent to client. Allow to intercept network attribute updates into an event instead of applying them immediately, to facilitate implementing application-level client prediction. Add simulated latency & packet loss parameters to Network. Note that these changes break protocol compatibility with earlier Urho3D releases.
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11 лет назад |
Lasse Öörni
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006c17f78e
Added command line & engine startup option to disable OpenGL 3.
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11 лет назад |
Lasse Öörni
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5ba234e68c
Minor documentation tweaks.
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11 лет назад |
Lasse Öörni
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07a75dc37b
Initial OpenGL 3.2 support.
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11 лет назад |
Lasse Öörni
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2858755334
Log missing vertex element(s) when vertex layout fails to create. Add texcoords to the editor grid to keep D3D11 happy.
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11 лет назад |
Lasse Öörni
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e17a88b46f
GetData() on D3D11 for Texture3D & TextureCube.
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11 лет назад |
Lasse Öörni
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3759570319
Remove rrr swizzle from lighting shaders to allow the spotlight to be colored. Convert the default spot textures to RGB color to avoid sampling only the R channel on D3D11.
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11 лет назад |
Lasse Öörni
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e106f1b389
D3D11 clip plane support. Check that multisample level is supported. Various shader fixes.
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11 лет назад |
Lasse Öörni
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b9278e0a94
Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation.
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11 лет назад |
Lasse Öörni
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88080dad31
Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function.
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11 лет назад |
Yao Wei Tjong 姚伟忠
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8471dcf3e4
Add option to package resource dirs and treat those dirs as build deps.
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11 лет назад |
Lasse Öörni
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5ab72bf620
Merge remote-tracking branch 'friesencr/sprite_packer'
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11 лет назад |
Chris Friesen
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6f383f64df
SpritePacker cli
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11 лет назад |
Lasse Öörni
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bb2ebf7568
Bump copyright to 2015.
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11 лет назад |
Mike3D
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fbc7c06929
Typo
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11 лет назад |
Mike3D
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5a7523eddd
Urho2D documentation enhancement
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11 лет назад |
Lasse Öörni
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40879a3b49
Fix includes and namespace in the application C++ example.
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11 лет назад |
Yao Wei Tjong 姚伟忠
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05dd995b85
Refactor all the codes and scripts to use the renamed 'bin' subdir.
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11 лет назад |
Lasse Öörni
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0b3e6e2bbb
Added "renderui" render path command to render the UI into an arbitrary rendertarget. This disables the default UI render to the backbuffer. Removed functions from UI Lua API that shouldn't be exposed to scripting (update, render.)
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11 лет назад |
Lasse Öörni
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64cb9cd104
Use shadow pass to render depth in ForwardHWDepth, so that linear depth is not calculated unnecessarily.
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11 лет назад |