Commit History

作者 SHA1 備註 提交日期
  Lasse Öörni 56e0aad21d Minor rendering code cleanup. Added Plane::Project(). 11 年之前
  Lasse Öörni 42265071a3 Added a multiplier+addition for depth bias on OpenGL ES platforms. Increased default constant depth bias of lights. 11 年之前
  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. 11 年之前
  Lasse Öörni abc6fcd8b8 Shader precaching mechanism. Call Graphics::BeginDumpShaders() or use the engine command line parameter -ds <file> to create a shader dump file of the variations that are loaded during program run, and Graphics::PrecacheShaders() to load the dump file. 12 年之前
  Lasse Öörni 809efdb4c6 Added the concept of persistent target in renderpath, which are not mixed in the rendertarget pool with other textures of same size & format. Used for the AutoExposure previous frame luminance. 12 年之前
  Lasse Öörni dc5f4a1834 Merge branch 'master' into shader-refactor 12 年之前
  aster2013 40354bcd87 Fixed typo in Renderer.h. 12 年之前
  Lasse Öörni db713bdba2 Avoid string allocations during View::Define() and Renderer::GetShader(). 12 年之前
  Lasse Öörni 07f06563bc Optimized Renderer::GetShader() so that caching shader variation pointers becomes unnecessary for the most part. 12 年之前
  Lasse Öörni ea334e4393 Merge branch 'master' into shader-refactor 12 年之前
  Lasse Öörni 6d5ddc23e0 Bump the copyright for 2014. 12 年之前
  Lasse Öörni e0f391b0fc Started shader refactoring. 12 年之前
  primitivewaste d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 年之前
  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 年之前