Sitoutushistoria

Tekijä SHA1 Viesti Päivämäärä
  Lasse Öörni 97fb2638db Add fill mode to materials. 10 vuotta sitten
  Lasse Öörni 607b173e53 Reinterpret-cast shader parameter source hash values consistently to const void* to avoid potential 64bit build warnings. 11 vuotta sitten
  Lasse Öörni cdfb6b77d9 Set shaders before material state to ensure changing the depth bias on OpenGL dirties the camera shader parameter group properly. 11 vuotta sitten
  Lasse Öörni bd8f455e15 Minor code formatting. 11 vuotta sitten
  Lasse Öörni e2afa34bb7 Refactor Technique to not use HashTable for passes, but instead a vector with dynamically allocated pass indices. HashTable class removed as there were no other uses for it, and it was programmer-unfriendly compared to HashMap. 11 vuotta sitten
  Lasse Öörni c8e406489d Revert OpenGL-incompatible change in Batch::Prepare(). 11 vuotta sitten
  Lasse Öörni 401585972d Optimize Graphics::SetVertexBuffers() on D3D11. 11 vuotta sitten
  Lasse Öörni 5ac8f1fb43 Clean up / reorder light shader parameter handling. 11 vuotta sitten
  Lasse Öörni 48483ac07c Reduce number of distinct shader parameter groups to prepare for mapping them to constant buffers. 11 vuotta sitten
  Lasse Öörni 88080dad31 Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function. 11 vuotta sitten
  Lasse Öörni 21d7883455 Optimize and clean up base batch / vertex light batch processing. Fix light limiting not taking point light's effective intensity into account properly. 11 vuotta sitten
  Lasse Öörni 56f64c60b9 Texture unit refactoring. On desktop ensure continuous range of 8 material texture units, while mobile has 5. Material can define a volume (3D) texture in the volume unit (desktop only.) 11 vuotta sitten
  Lasse Öörni 0990fd72f2 Added Graphics::GetPixelUVOffset() to get the half-pixel offset required by D3D9, avoids #ifdef'ing. Clean up shadow matrix calculation. 11 vuotta sitten
  Lasse Öörni 90833996fa Make sure to avoid memory overwrite in case the light's cascade splits would be configured incorrectly in respect to hardware limits. 11 vuotta sitten
  Lasse Öörni c08fa5e94d Calculate a shader parameter hash value to eliminate setting of unnecessary constants/uniforms when rendering with multiple materials that have the same parameters. 11 vuotta sitten
  Lasse Öörni 79e45ba7e3 Reduce cost of shader switching on Direct3D9 by maintaining shader parameter list for each vertex/pixel shader combination similarly to the OpenGL ShaderProgram class. Remove the shadertype parameter from Graphics::HasShaderParameter() as unnecessary. 11 vuotta sitten
  Lasse Öörni bb2ebf7568 Bump copyright to 2015. 11 vuotta sitten
  Yao Wei Tjong 姚伟忠 f719e3a429 Remove explicit inclusion of precompiled header file. 11 vuotta sitten
  Lasse Öörni d023b06b3d Get rid of overrideView_ member in Batch, as it is no longer used by Skybox, and directional light quads can be made to work without it. Cleanup Light code. 11 vuotta sitten
  Lasse Öörni b6caeb02a5 Document depth rendering. Disable depth write when sampling a HW depth texture. Disable stencil optimizations when using a custom depth texture, as in that case stencil channel availability can't be guaranteed. Changed -renderpath command line option to use the full resource name instead of defaulting to the RenderPaths directory. Removed test code from ForwardHWDepth renderpath. Closes #597. 11 vuotta sitten
  Yao Wei Tjong 姚伟忠 359efb2d37 Move the DebugNew.h from Urho3D/Container subdir to Urho3D subdir. 11 vuotta sitten
  Yao Wei Tjong 姚伟忠 0a2e601307 Change the include path for Precompiled header to fix MSVC build. 11 vuotta sitten
  Yao Wei Tjong 姚伟忠 b51e419c88 Change impl. file to include the header file from corresponding subdir. 11 vuotta sitten
  Yao Wei Tjong 姚伟忠 bcf7c94ec8 Rename Source/Engine to Source/Urho3D. 11 vuotta sitten