Histórico de Commits

Autor SHA1 Mensagem Data
  Lasse Öörni 1ebe4deabd Load shaders per pass when first needed, not to every pass at once. há 13 anos atrás
  Lasse Öörni 93af33e866 Explicitly set screen buffer filtermode. há 13 anos atrás
  Lasse Öörni a3d5534fd3 Fixed wrong resource reference to the default renderpaths. 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 ec07e6c524 Started work toward renderpath programmability. há 13 anos atrás
  Lasse Öörni d0bda4885a Load shaders for all passes regardless of render mode. The actual shader programs will not be compiled/created until actually used. há 13 anos atrás
  Lasse Öörni 1ce5a632bd Removed the PassType enum in favor of hashed pass names, to prepare for freeform/redefinable render pipeline. 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 7c61b098bf Fixed forward lit spotlight shadows on OpenGL. há 13 anos atrás
  Lasse Öörni e0e9487721 Fixed undefined behaviour in Light on iOS/Android. Fixed unused variable issues. 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 9f572cd79d Do not leave transparent shadow variations unloaded because of ReuseShadowMaps mode. há 13 anos atrás
  Lasse Öörni ba890672dd Added Size(), Width() and Height() to IntRect. 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 54dab6404f Fixed setting camera shader parameters redundantly in light prepass material pass. há 13 anos atrás
  Lasse Öörni 8fe755e7e6 Do not release resource if it has weak refs. há 13 anos atrás
  Lasse Öörni 478a5af9d1 Allow defining depth bias for materials. há 13 anos atrás
  Lasse Öörni d18baaff87 Reverted back to 4 sample shadow mapping on OpenGL ES, but limited directional light cascades to 2. há 13 anos atrás
  Lasse Öörni e8d549ef7e Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering. há 13 anos atrás
  Lasse Öörni e645875fd6 Moved maximum cascade check to Renderer. há 13 anos atrás
  Lasse Öörni 18e8cb6334 Removed need for anisotropic filter OpenGL extension. há 13 anos atrás
  Lasse Öörni 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. há 13 anos atrás
  Lasse Öörni 2c0899b994 Fixed variable initialization order. há 13 anos atrás
  Lasse Öörni a4c1924e04 Vertex & index buffer refactoring to unify feature set between graphics APIs, cleanup code, and prepare for Android OpenGL context loss handling. há 13 anos atrás
  Lasse Öörni 3e7882093a Disabled all stencil operations on OpenGL ES for now, as the OES packed depth stencil isn't tested for or used yet. há 13 anos atrás
  Lasse Öörni a8c622f330 Started work on GLES2 shadow mapping. há 13 anos atrás