Историја ревизија

Аутор SHA1 Порука Датум
  Lasse Öörni 14bb9f98be Remember custom depth stencil surface if defined during renderpath, and use it also for any debug rendering. Closes #1975. пре 8 година
  urho3d-travis-ci ee054a1507 Travis CI: bump copyright to 2017. пре 9 година
  Lasse Öörni fd4a9bdb9b Load & store a different set of shader variations into Pass if necessary, when a renderpath scenepass command defines additional shader compile defines. пре 9 година
  Lasse Öörni 05c0e7741b Allow also scenepass & forwardlights commands to define shader parameters. пре 9 година
  Lasse Öörni f8ebf2dbc9 Line antialiasing support in Graphics, Material, DebugRenderer classes. Closes #1627. пре 9 година
  Lasse Öörni fc42e5d98e Merge branch 'multisample-textures' пре 9 година
  Lasse Öörni 1bb04b2cbd Avoid getting a light's lightMask constantly when looping over geometries, rather get it once into a stack variable. пре 9 година
  Lasse Öörni c923476847 Merge branch 'master' into multisample-textures пре 9 година
  Lasse Öörni 46793bbb72 Match multisample mode of the substitute rendertarget & screen buffers with the final destination rendertarget. пре 9 година
  Lasse Öörni fe2e70db13 Clean up view event sending code. Add 2 new view events: buffers allocated, and global shader parameters set. пре 9 година
  Lasse Öörni f75fbfa688 Add multisample & autoresolve definitions to RenderTargetInfo. пре 9 година
  Lasse Öörni 508db7feb8 Create additional screen buffers as non-antialiased to avoid extra resolves, with the assumption that they will be used for quad ping-ponging in postprocess effect chain. пре 9 година
  Lasse Öörni 56edbef9d6 Initial multisample support for Texture2D on Direct3D9. пре 9 година
  Lasse Öörni 2fe4cb0131 Add max extrusion parameter for directional lights. Default to 1000. This prevents large far clip causing poor shadow map depth resolution and too strong effect of depth bias parameters, but can be increased if very tall shadows are needed. пре 9 година
  Lasse Öörni 48cd15bc5a Store camera projection matrix as API-independent and convert as necessary (preparation for allowing the user to define a custom projection matrix.) Camera GetProjection() API changed; GetGPUProjection() is now used to get the API-specific projection for use as a shader parameter. пре 9 година
  Lasse Öörni 7b5da6669f Skip adding a deferred light volume batch when the light has low 8 bits of lightmask cleared; it would not have effect due to the stencil test. Skip shadow map render when there are no forward & deferred batches using it. пре 9 година
  Lasse Öörni 2c2c6d26b1 Merge branch 'api-agnostic-headers' пре 9 година
  Lasse Öörni 28ad5d5dbd Fix ambiguous operations when C++11 Urho3D features are enabled by using WeakPtr default constructor instead. пре 9 година
  Lasse Öörni 11b1e2cc2d Shadow batches don't need a zone, since they shouldn't use ambient color or fogging settings. This also fixes a bug with erroneous fog settings when OpenGL constant buffers are used. пре 9 година
  Lasse Öörni f8d636426c Make ShaderVariation class header API-agnostic. пре 9 година
  Franck Poulain 332fe215f6 SendEvent new renderpath command пре 9 година
  Eugene Kozlov c92894d250 Add support of custom per-instance data in batches. пре 9 година
  Lasse Öörni 83e3772a34 Halve default VSM softness. Scale VSM blurring to shadow resolution, so that low resolutions don't receive too much blur. Note: when using VSM, you should set all your large surfaces (such as floors or terrains) to cast shadows. Otherwise shadows will be unnaturally thin. The Urho builtin samples don't do this to avoid artifacts on mobiles where VSM can't be used, and the bias is tricky to get right. пре 9 година
  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. пре 9 година
  Lasse Öörni ed8740428c Remove cCameraRot uniform. Instead derive from cViewInv as necessary. Closes #1163. пре 9 година
  Lasse Öörni 0c10106cd8 Dummy implementation for D3D9 Texture2DArray. Texture2DArray Lua bindings. пре 9 година
  Lasse Öörni 55d1d82784 Improved occluder sorting contributed by Enhex. Closes #1305. пре 9 година
  reattiva e253afe756 Fixed D3D9 build. пре 9 година
  reattiva 88d403b9b8 Added Texture2DArray. пре 9 година
  urho3d-travis-ci c4f6f315ff Travis CI: bump copyright to 2016. пре 10 година