Lasse Öörni
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296e36a75b
Calculate tangents for decals.
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13 years ago |
Lasse Öörni
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06371a62ed
Wrap decal around static geometry.
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13 years ago |
Lasse Öörni
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101b2ee338
Fixed crash if model had zero submeshes.
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13 years ago |
Lasse Öörni
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a556679a42
Fixed crash caused by assigning Geometry shared ptr's in multiple threads.
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13 years ago |
Lasse Öörni
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4548687d1b
Set Skybox distance to a fixed 0.
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13 years ago |
Lasse Öörni
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48190acfca
Eliminated most virtual function calls from getting Drawable batches.
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13 years ago |
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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13 years ago |
Lasse Öörni
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496a21d984
Optimized CalculateLodLevels() when it's a no-op.
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13 years ago |
Lasse Öörni
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c936e216d9
Optimized StaticModel batch structure for less cache misses.
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13 years ago |
Lasse Öörni
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71beb9e343
Optimized UpdateDistance() for case of 1 submesh only.
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13 years ago |
Lasse Öörni
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7a06dc73e5
Avoid Component::GetWorldTransform() and related functions where possible to avoid extra indirection and function call.
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13 years ago |
Lasse Öörni
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50653416da
Reverted earlier shadow split refactoring due to unnecessary shadowcasters being rendered.
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13 years ago |
Lasse Öörni
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00522a44a7
Optimized GetBatch() in StaticModel & AnimatedModel by caching the current LOD geometries into a flat array.
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13 years ago |
Lasse Öörni
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91f6f87472
Explicitly mark changed nodes to avoid going through the whole scene in PrepareNetworkUpdate().
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13 years ago |
Lasse Öörni
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1a9dced05b
Updated to AngelScript 2.23.1 WIP.
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13 years ago |
Lasse Öörni
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cc3ee34f58
Increased occlusion buffer depth bias.
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14 years ago |
Lasse Öörni
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75beda5f3a
Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable.
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14 years ago |
Lasse Öörni
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5cf7e09324
Added Octree raycast that returns only a single drawable result.
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14 years ago |
Lasse Öörni
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950e37beb1
Refactored raycast query handling in preparation to threading it.
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14 years ago |
Lasse Öörni
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353270e6c7
UpdateDistance() / UpdateGeometry() refactoring. LOD levels are calculated in UpdateDistance(), while UpdateGeometry() is strictly used for preparing GPU resources, and is called after culling and preparing batches.
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14 years ago |
Lasse Öörni
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9d077e78a8
Code cleanup.
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14 years ago |
Lasse Öörni
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7f7e8b970d
Added subgeometry centers to the model format for proper sorting of transparent geometries.
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14 years ago |
Lasse Öörni
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3f7fffbf49
Some renames. CollisionGroup -> CollisionLayer, Scene::GetNodeByID() -> GetNode(), Ray::Distance() -> HitDistance().
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14 years ago |
Lasse Öörni
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cea5282fd4
Fixed draw distance attribute not working correctly.
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14 years ago |
Lasse Öörni
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10ad7a3dd2
Added phantom attribute to CollisionShape. Phantom shapes create collision events, but do not generate contact joints to the physics simulation.
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14 years ago |
Lasse Öörni
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6dd8679214
Further attribute reorganization.
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14 years ago |
Lasse Öörni
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3576a81993
Initial node/component attribute editing.
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14 years ago |
Lasse Öörni
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7b15b34c83
Removed most OnGetAttribute() / OnSetAttribute() functions in favor of accessor attributes.
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14 years ago |
Lasse Öörni
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b90c1386be
Removed unnecessary parentheses.
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14 years ago |
Lasse Öörni
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9335edc5ed
Removed the need to lock vertex data in read-only mode for CPU-side processing.
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14 years ago |