Lasse Öörni
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1b725367fc
Place proper type check for StaticModel vs. AnimatedModel SetModel() into AngelScript API instead of StaticModel C++ code logging a warning and redirecting. Add a porting note related to this.
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8 年之前 |
Lasse Öörni
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26574dcc27
Add explicit Vector2 & Vector3 constructors taking IntVector2 & IntVector3. Add Graphics::GetSize(). Closes #1814.
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8 年之前 |
urho3d-travis-ci
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ee054a1507
Travis CI: bump copyright to 2017.
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9 年之前 |
Lasse Öörni
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6da62ecfe4
Aniso-nearest texture filter mode.
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9 年之前 |
Lasse Öörni
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681e9f832c
Merge remote-tracking branch '1vanK/master'
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9 年之前 |
Lasse Öörni
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ade01f61af
Remove isAreaLight variable completely from Light class, as it's unused. Some cleanup / comment changes. Fix PBRDeferred GLSL shader.
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9 年之前 |
Lasse Öörni
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b8d55583f7
Squashed commit of the following:
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9 年之前 |
1vanK
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32032d60f7
Solid debug geometry for NavArea
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9 年之前 |
Mike3D
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066448b26d
Fixed return value of Viewport::WorldToScreenPoint() for AS [ci skip]
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9 年之前 |
Lasse Öörni
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20af1aa85f
Demonstrate listing the vertex + index buffers to Model so that it can be saved correctly. Lua bindings not added for now due to problem with serializing a vector of object pointers. Closes #1638.
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9 年之前 |
Lasse Öörni
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f099b8e0a2
Expose read-only access to AnimationController's internal AnimationControl structures.
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9 年之前 |
Lasse Öörni
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f545877cc8
Merge pull request #1632 from 1vanK/master
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9 年之前 |
Lasse Öörni
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203cb06048
Merge remote-tracking branch 'eugeneko/master'
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9 年之前 |
Lasse Öörni
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f8ebf2dbc9
Line antialiasing support in Graphics, Material, DebugRenderer classes. Closes #1627.
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9 年之前 |
Eugene Kozlov
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6a469e6af8
Update return value of SharedPtr<T>::Detach.
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9 年之前 |
Eugene Kozlov
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b16b7f6f7a
Move Texture2D::GetImage and TextureCube::GetImage implementations.
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9 年之前 |
Lasse Öörni
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0ea9ed6e34
Possibility in DecalSet to size VB/IB to only size used by decals. Default off; causes reallocation whenever decals are added/removed and thus can have worse performance.
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9 年之前 |
Lasse Öörni
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c923476847
Merge branch 'master' into multisample-textures
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9 年之前 |
Lasse Öörni
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f01024881f
Add multisampling possibility for VSM shadows.
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9 年之前 |
Lasse Öörni
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749c283fb7
Since it appears none of the APIs support sampling a multisampled cube texture, remove the autoresolve parameter and always set it true if multisampled for cube textures. Make it a warning (not error) to attempt no autoresolve for a 2D multisampled texture on Direct3D9.
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9 年之前 |
Lasse Öörni
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a1e2bc9bd3
Make shader cache location configurable, default "urho3d/shadercache" in app preferences, to avoid writing to write-protected installation directory by default. Instructions in porting notes to restore earlier behavior. ShaderCacheDir & PackageCacheDir parameters added to engine startup parameters. Fix GetResourceFileName() function to return the unmodified filename if it's absolute and exists. Remove unnecessary mutex lock from GetResourceFileName(). Remove some code duplication from Graphics class implementations. Closes #1610.
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9 年之前 |
Lasse Öörni
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c745d2ea52
Multisampled cube rendertarget on Direct3D9.
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9 年之前 |
Lasse Öörni
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f75fbfa688
Add multisample & autoresolve definitions to RenderTargetInfo.
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9 年之前 |
1vanK
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eda96cd128
Add AnimationController::IsPlaying(layer) method
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9 年之前 |
Lasse Öörni
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56edbef9d6
Initial multisample support for Texture2D on Direct3D9.
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9 年之前 |
Lasse Öörni
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b22768227f
Possibility to enable alpha-to-coverage in either pass or material (all passes). Requires D3D11 or OpenGL and hardware multisampling enabled. Seems to look slightly different on D3D / OpenGL. Fixed depth bias not being copied in Material::Clone(). Closes #1578.
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9 年之前 |
Lasse Öörni
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6895a512af
Pass-level mechanism for eliminating unnecessary shader compilation defines. Closes #1567. Use this mechanism to eliminate PACKEDNORMAL define from depth & shadow pass in normalmapped techniques.
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9 年之前 |
Eugene Kozlov
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02fae13ad6
Update face camera mode name and add script bindings.
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9 年之前 |
Eugene Kozlov
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d344cae791
Add new face camera mode to BillboardSet and Text3D.
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9 年之前 |
Lasse Öörni
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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.
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9 年之前 |