Lasse Öörni
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56e0aad21d
Minor rendering code cleanup. Added Plane::Project().
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пре 11 година |
Lasse Öörni
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210b295f81
Removed duplicate code from shadow map setup.
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пре 11 година |
Lasse Öörni
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76d5ffdcf8
On OS X + Intel, use dummy color textures for shadow maps to work around a driver bug. Fixes #225.
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пре 11 година |
Lasse Öörni
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c8fe21f06a
Revert "Fixes to sceneless renderpath on OpenGL." to fix crash on minimize on Android.
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пре 11 година |
Yao Wei Tjong 姚伟忠
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46285baf97
Refactor build scripts to group Urho3D specific build option.
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пре 11 година |
Lasse Öörni
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42265071a3
Added a multiplier+addition for depth bias on OpenGL ES platforms. Increased default constant depth bias of lights.
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пре 11 година |
Lasse Öörni
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2bedd953ce
Fixes to sceneless renderpath on OpenGL.
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пре 11 година |
Lasse Öörni
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6bfcc28010
Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows.
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пре 11 година |
Lasse Öörni
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1418fb7e83
Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders.
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пре 11 година |
Lasse Öörni
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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.
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пре 11 година |
Lasse Öörni
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6833f858dc
If a view's renderpath has no scene passes, allow rendering it also when no scene, camera & octree are provided. Closes #267.
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пре 11 година |
Lasse Öörni
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03043038a0
Visualize camera as a frustum. Do not draw debug geometry in the editor's camera preview.
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пре 12 година |
Lasse Öörni
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263a624fe4
Possibility in ResourceCache to enable returning resources which failed to load. This is used in the editor to overcome eg. failed scripts disappearing from a ScriptInstance's script file slot.
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пре 12 година |
Lasse Öörni
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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.
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пре 12 година |
Lasse Öörni
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47836474e2
Variant pointer refactoring. Variant can now hold a weak pointer to a RefCounted object, which is safer, and is returned using GetPtr(). Engine events have been converted to use that mechanism. GetPtr() is also directly available in AngelScript, as well as assigning a RefCounted or derived class handle to a Variant.
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пре 12 година |
Yao Wei Tjong 姚伟忠
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2e8744dc01
Minor cleanup - remove redundant null check for subsystems pointer.
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пре 12 година |
Lasse Öörni
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1f91776233
Removed the Shader::SanitateDefines() function. Instead the Shader resource normalizes defines and creates aliases if necessary to ensure fast queries but to prevent duplicates.
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пре 12 година |
Lasse Öörni
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f2c3d8fe5d
Clear persistent float screenbuffers to ensure their contents aren't undefined. This fixes the AutoExposure effect on OpenGL. Added missing float textures to OpenGL Texture::GetDataType().
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пре 12 година |
Lasse Öörni
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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.
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пре 12 година |
Lasse Öörni
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b1a7a8dade
Exposed missing QUALITY_MAX constant to AngelScript. Do not assume the default zone has black fog (when used for additive pass.) Do not reload material shaders if material quality stayed same. Separate error in D3D9ShaderVariation Create() if the owning shader has expired, as on OpenGL.
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пре 12 година |
Lasse Öörni
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b76823a317
Added height fog mode boolean to Zone. Apply height fog shaders automatically. Changed height fog parameters to be relative to the zone node.
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пре 12 година |
Lasse Öörni
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70122ed481
Refactored LitParticle shader & technique. Try to reduce error prints for missing shaders in Renderer::GetShader().
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пре 12 година |
Lasse Öörni
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db713bdba2
Avoid string allocations during View::Define() and Renderer::GetShader().
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пре 12 година |
Lasse Öörni
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07f06563bc
Optimized Renderer::GetShader() so that caching shader variation pointers becomes unnecessary for the most part.
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пре 12 година |
Lasse Öörni
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ea334e4393
Merge branch 'master' into shader-refactor
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пре 12 година |
Lasse Öörni
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6d5ddc23e0
Bump the copyright for 2014.
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пре 12 година |
Lasse Öörni
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e0f391b0fc
Started shader refactoring.
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пре 12 година |
primitivewaste
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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пре 12 година |
Lasse Öörni
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76292ef63e
Centralize allocation of event data variant maps to Context to avoid constant dynamic memory allocation.
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пре 12 година |
Lasse Öörni
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6219289e9f
Optimize text batch preparation by avoiding dynamic allocation each frame. Use last glyph if rendering the same glyph several times in a row. Changed repeated postincrement of a destination pointer to indexing where applicable.
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пре 12 година |