Histórico de Commits

Autor SHA1 Mensagem Data
  Lasse Öörni 9d759300fe Added possibility to disable the litbase pass optimization in RenderPath, if an ambient-only pass is needed. há 13 anos atrás
  Lasse Öörni c0d669ede3 Simplified renderpath depth stencil management, by ensuring that Renderer does not allocate multiple depth buffers of the same size. há 13 anos atrás
  Lasse Öörni 2a4fbcdf54 Removed the old postprocess system. Instead renderpath fragments can be appended. há 13 anos atrás
  Lasse Öörni a40fead7dc Updated license for the new year. há 13 anos atrás
  Lasse Öörni ffe65cf885 Transition to xml-defined rendering path. Pass names changed. Likely caused a large number of regressions to postprocessing, texture rendering & multisampling, which need to be sorted out. The renderpath feature also needs to be documented. há 13 anos atrás
  Lasse Öörni 2ae05de8ca Added elapsed time accumulation to Scene. há 13 anos atrás
  Lasse Öörni 7d8558a51f Applied massive patch from weitjong. há 13 anos atrás
  Lasse Öörni 2c71349d16 Use identity projection when drawing full screen quads to eliminate float accuracy errors. há 13 anos atrás
  Lasse Öörni 88aaa46465 Corrected formatting issues. License.txt & Readme.txt encoded as UTF-8, source code uses ASCII encoding. há 13 anos atrás
  Lasse Öörni f0b6d55b28 Enclosed Urho3D classes inside Urho3D namespace to avoid clashes with external libraries. há 13 anos atrás
  Lasse Öörni 8c581bf8bb Cleaned up Doxygen comments. há 13 anos atrás
  Lasse Öörni 8fb76dde01 Reverted the matrix uniform transpose on desktop GL due to problems on OS X. há 13 anos atrás
  Lasse Öörni 48190acfca Eliminated most virtual function calls from getting Drawable batches. há 13 anos atrás
  Lasse Öörni e6fe0d6cf0 Removed convenience GetWorldTransform() from Component to make it explicit that an indirection to the parent node is being made. há 13 anos atrás
  Lasse Öörni 132847926d Do not unnecessarily calculate batch sort key or choose shaders for instanced batches. há 13 anos atrás
  Lasse Öörni 25fa4a2926 Optimized drawables' view space Z range calculation. há 13 anos atrás
  Lasse Öörni 987a168d9e Optimized away unnecessary structures from View. há 13 anos atrás
  Lasse Öörni dbbf2f3310 Do not use octree query to find zone. Instead mark the drawable's zone inconclusive (temporary) if necessary. há 13 anos atrás
  Lasse Öörni 50653416da Reverted earlier shadow split refactoring due to unnecessary shadowcasters being rendered. há 13 anos atrás
  Lasse Öörni 91f6f87472 Explicitly mark changed nodes to avoid going through the whole scene in PrepareNetworkUpdate(). há 13 anos atrás
  Lasse Öörni 8d30afc776 Process multiple shadow splits as threaded work items. há 13 anos atrás
  Lasse Öörni 139ef6d6e2 Removed the light to light queue map. Instead store the light queue pointer directly to the light. há 14 anos atrás
  Lasse Öörni 66f3fd4097 Added function to get API-independent projection matrix. há 14 anos atrás
  Lasse Öörni fec5d379fd Re-added camera frustum & projection matrix caching. há 14 anos atrás
  Lasse Öörni dd28073cfc Optimized shadowed point light shadowcaster queries. há 14 anos atrás
  Lasse Öörni 0b7e840a30 Restored fullscreen quad method for deferred screen clear for some FPS gain. há 14 anos atrás
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. há 14 anos atrás
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. há 14 anos atrás
  Lasse Öörni 9fc3d48c12 Changed Viewport to be a reference-counted object. há 14 anos atrás
  Lasse Öörni bf8d7a53ca Fixed missing framebuffer blit in OpenGL mode when postprocesses exist but are disabled. há 14 anos atrás