Commit History

Author SHA1 Message Date
  Lasse Öörni 210b295f81 Removed duplicate code from shadow map setup. 11 years ago
  Lasse Öörni 76d5ffdcf8 On OS X + Intel, use dummy color textures for shadow maps to work around a driver bug. Fixes #225. 11 years ago
  Lasse Öörni c8fe21f06a Revert "Fixes to sceneless renderpath on OpenGL." to fix crash on minimize on Android. 11 years ago
  Yao Wei Tjong 姚伟忠 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 years ago
  Lasse Öörni 42265071a3 Added a multiplier+addition for depth bias on OpenGL ES platforms. Increased default constant depth bias of lights. 11 years ago
  Lasse Öörni 2bedd953ce Fixes to sceneless renderpath on OpenGL. 11 years ago
  Lasse Öörni 6bfcc28010 Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows. 11 years ago
  Lasse Öörni 1418fb7e83 Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders. 11 years ago
  Lasse Öörni c3425334a3 Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276. 11 years ago
  Lasse Öörni 6833f858dc If a view's renderpath has no scene passes, allow rendering it also when no scene, camera & octree are provided. Closes #267. 11 years ago
  Lasse Öörni 03043038a0 Visualize camera as a frustum. Do not draw debug geometry in the editor's camera preview. 11 years ago
  Lasse Öörni 263a624fe4 Possibility in ResourceCache to enable returning resources which failed to load. This is used in the editor to overcome eg. failed scripts disappearing from a ScriptInstance's script file slot. 11 years ago
  Lasse Öörni abc6fcd8b8 Shader precaching mechanism. Call Graphics::BeginDumpShaders() or use the engine command line parameter -ds <file> to create a shader dump file of the variations that are loaded during program run, and Graphics::PrecacheShaders() to load the dump file. 12 years ago
  Lasse Öörni 47836474e2 Variant pointer refactoring. Variant can now hold a weak pointer to a RefCounted object, which is safer, and is returned using GetPtr(). Engine events have been converted to use that mechanism. GetPtr() is also directly available in AngelScript, as well as assigning a RefCounted or derived class handle to a Variant. 12 years ago
  Yao Wei Tjong 姚伟忠 2e8744dc01 Minor cleanup - remove redundant null check for subsystems pointer. 12 years ago
  Lasse Öörni 1f91776233 Removed the Shader::SanitateDefines() function. Instead the Shader resource normalizes defines and creates aliases if necessary to ensure fast queries but to prevent duplicates. 12 years ago
  Lasse Öörni f2c3d8fe5d Clear persistent float screenbuffers to ensure their contents aren't undefined. This fixes the AutoExposure effect on OpenGL. Added missing float textures to OpenGL Texture::GetDataType(). 12 years ago
  Lasse Öörni 809efdb4c6 Added the concept of persistent target in renderpath, which are not mixed in the rendertarget pool with other textures of same size & format. Used for the AutoExposure previous frame luminance. 12 years ago
  Lasse Öörni b1a7a8dade Exposed missing QUALITY_MAX constant to AngelScript. Do not assume the default zone has black fog (when used for additive pass.) Do not reload material shaders if material quality stayed same. Separate error in D3D9ShaderVariation Create() if the owning shader has expired, as on OpenGL. 12 years ago
  Lasse Öörni b76823a317 Added height fog mode boolean to Zone. Apply height fog shaders automatically. Changed height fog parameters to be relative to the zone node. 12 years ago
  Lasse Öörni 70122ed481 Refactored LitParticle shader & technique. Try to reduce error prints for missing shaders in Renderer::GetShader(). 12 years ago
  Lasse Öörni db713bdba2 Avoid string allocations during View::Define() and Renderer::GetShader(). 12 years ago
  Lasse Öörni 07f06563bc Optimized Renderer::GetShader() so that caching shader variation pointers becomes unnecessary for the most part. 12 years ago
  Lasse Öörni ea334e4393 Merge branch 'master' into shader-refactor 12 years ago
  Lasse Öörni 6d5ddc23e0 Bump the copyright for 2014. 12 years ago
  Lasse Öörni e0f391b0fc Started shader refactoring. 12 years ago
  primitivewaste d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 years ago
  Lasse Öörni 76292ef63e Centralize allocation of event data variant maps to Context to avoid constant dynamic memory allocation. 12 years ago
  Lasse Öörni 6219289e9f Optimize text batch preparation by avoiding dynamic allocation each frame. Use last glyph if rendering the same glyph several times in a row. Changed repeated postincrement of a destination pointer to indexing where applicable. 12 years ago
  Lasse Öörni 3553b287ac Reflection plane support in Camera. Reflection plane clipping not yet implemented. 12 years ago