Commit History

Autor SHA1 Mensaxe Data
  Lasse Öörni a40fead7dc Updated license for the new year. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 2ae05de8ca Added elapsed time accumulation to Scene. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 7c61b098bf Fixed forward lit spotlight shadows on OpenGL. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni e0e9487721 Fixed undefined behaviour in Light on iOS/Android. Fixed unused variable issues. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 88aaa46465 Corrected formatting issues. License.txt & Readme.txt encoded as UTF-8, source code uses ASCII encoding. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni ba890672dd Added Size(), Width() and Height() to IntRect. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni f0b6d55b28 Enclosed Urho3D classes inside Urho3D namespace to avoid clashes with external libraries. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 978d0d9970 Renamed batch sorting functions for clarity. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 41c4eb319f Use more complex but accurate batch sorting, which considers both state and distance, and tries to minimize shader changes. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 54dab6404f Fixed setting camera shader parameters redundantly in light prepass material pass. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni d90dbc0b3f Use a loop to set material textures. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 30c21a3789 Added terrain blend shader and terrain example. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 478a5af9d1 Allow defining depth bias for materials. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni a989bb4879 Fixed drawing erroneous non-indexed geometry for BillboardSet after all billboards had expired. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 8c58f43ee8 Do not attempt to draw empty geometries. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni d18baaff87 Reverted back to 4 sample shadow mapping on OpenGL ES, but limited directional light cascades to 2. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni d101841daa Fixed shadow fade parameter. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni d4b0f662e2 Further OpenGL ES shadow optimization. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 1410d331a1 Use 2 shadow samples maximum on Android & iOS. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 96bdad35a0 Updated to AngelScript 2.24.0a. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni a2ee32c88f Improved front-to-back batch sorting: consider both state & distance. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni e1a1c974e5 Initial iOS support. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 5d55c0959d Re-added the alpha masking hint to give priority to fully opaque materials. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 153106519e Restored public locking API for vertex & index buffers. On OpenGL locking is always emulated using either shadow or scratch data. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni c009816bab Fixed comment. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni a4c1924e04 Vertex & index buffer refactoring to unify feature set between graphics APIs, cleanup code, and prepare for Android OpenGL context loss handling. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni a8c622f330 Started work on GLES2 shadow mapping. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni c3f75ee181 Removed alpha test, as it is deprecated in modern graphics API's. Instead implemented in the pixel shader. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 5a54a105fe Eliminated redundant rotation matrix calculations from updating shader parameters. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni fbffe32fd8 Synchronized Direct3D renderer function signatures with OpenGL. %!s(int64=13) %!d(string=hai) anos