Historique des commits

Auteur SHA1 Message Date
  Lasse Öörni c647ae7dfa Put zone texture to environment texture unit on OpenGL ES. Fix web build including texture unit mappings which are not included in the shaders. il y a 9 ans
  Eugene Kozlov c92894d250 Add support of custom per-instance data in batches. il y a 9 ans
  Lasse Öörni 97bb1769d0 Rework renderpath quad commands to use same quad transform as deferred directional lights, with the camera projection set correctly. Set quad command's shader parameters last to allow overriding any engine shader parameter (except the quad's model transform.) Remove unused function parameters. Closes #1370. il y a 9 ans
  Lasse Öörni 7da8374a3b Option to override culling mode in pass. Closes #1363. il y a 9 ans
  Lasse Öörni 7220b37676 Fix spotlight spot matrix in deferred rendering. Remove unused variables. il y a 9 ans
  Lasse Öörni 7160a0ab7c Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL. il y a 9 ans
  Lasse Öörni 2151426adc Use proper world space in deferred light shaders. This allows the cLightPos uniform and shadow matrices to behave the same in all passes (simplifies code.) Closes #1335. il y a 9 ans
  Lasse Öörni a458d30fd5 Initial freeform vertex declarations for D3D9. il y a 9 ans
  Lasse Öörni d9a295a595 Re-enable the unsigned/signed mismatch warning. Code cleanup. il y a 10 ans
  urho3d-travis-ci c4f6f315ff Travis CI: bump copyright to 2016. il y a 10 ans
  Lasse Öörni 6a3bbb8aab Fix D3D11 constant buffers for VSM. Fix editor shadow mode selection. Fix script API for new shadow modes. Fix debughud for new shadow modes. Edit documentation to refer to new shadow modes. Added contributor credit. Some code convention edits, e.g. VSM instead of Vsm. Dump new NinjaSnowWarShaders.xml file. il y a 10 ans
  Xavier Maupeu dbcfc9721e merge VSM shadow il y a 10 ans
  Xavier Maupeu cf501d9585 add functions in Renderer to set shadow softness and VSM shadow parameters il y a 10 ans
  Lasse Öörni 2b25100ef6 Fix writing to the inverse size uniforms as if they were Vector4's. Closes #1087. il y a 10 ans
  Xavier Maupeu 4e41906157 first modifications in order to integrate VSM shadow il y a 10 ans
  Lasse Öörni 5161060d5b Allow to define a culling camera for Viewport. When defined, multiple views can share the same culling and other view preparations, reducing CPU use. il y a 10 ans
  Lasse Öörni b53b584123 8-bit render order support in materials. This adjusts the drawing order within a scene pass, and takes precedence over both state & distance sorting. il y a 10 ans
  Yao Wei Tjong 姚伟忠 fa77a456f8 Reformat Urho3D source files to get rid of the indents on empty lines. il y a 10 ans
  Lasse Öörni 97fb2638db Add fill mode to materials. il y a 10 ans
  Lasse Öörni 607b173e53 Reinterpret-cast shader parameter source hash values consistently to const void* to avoid potential 64bit build warnings. il y a 11 ans
  Lasse Öörni cdfb6b77d9 Set shaders before material state to ensure changing the depth bias on OpenGL dirties the camera shader parameter group properly. il y a 11 ans
  Lasse Öörni bd8f455e15 Minor code formatting. il y a 11 ans
  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. il y a 11 ans
  Lasse Öörni c8e406489d Revert OpenGL-incompatible change in Batch::Prepare(). il y a 11 ans
  Lasse Öörni 401585972d Optimize Graphics::SetVertexBuffers() on D3D11. il y a 11 ans
  Lasse Öörni 5ac8f1fb43 Clean up / reorder light shader parameter handling. il y a 11 ans
  Lasse Öörni 48483ac07c Reduce number of distinct shader parameter groups to prepare for mapping them to constant buffers. il y a 11 ans
  Lasse Öörni 88080dad31 Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function. il y a 11 ans
  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. il y a 11 ans
  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.) il y a 11 ans