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