Lasse Öörni
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3e930c5a6f
Added IsAtEnd() function to AnimationController.
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10 years ago |
Lasse Öörni
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d090b0be56
Added blendmode to renderpath commands (only used by QUAD commands.)
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10 years ago |
Lasse Öörni
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03c517ebda
Fix out of bounds array access related to RenderPathCommand outputs. Changed to store name and face within a pair. Added missing render path-related script bindings.
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10 years ago |
Lasse Öörni
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15f338b3c0
Allow RenderPath to define cube map rendertargets. Allow RenderPath to refer to rendertargets created programmatically and stored as named manual resources.
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10 years ago |
Lasse Öörni
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0235c02653
Expose Geometry, IndexBuffer & VertexBuffer to script, with VB & IB content access using VectorBuffer. AngelScript 34_DynamicGeometry example. Lua version to follow.
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10 years ago |
Lasse Öörni
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97fb2638db
Add fill mode to materials.
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10 years ago |
Lasse Öörni
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b8c7c59eca
Configure amount of allowed bones for hardware skinning based on the rendering API. Allow 128 bones on Direct3D 11 & OpenGL 3. Add -mb (maxbones) parameter to AssetImporter & OgreImporter. When using OpenGL 3, allow deferred rendering to use different MRT formats without forcing an RGBA substitute rendertarget.
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10 years ago |
Lasse Öörni
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e2afa34bb7
Refactor Technique to not use HashTable for passes, but instead a vector with dynamically allocated pass indices. HashTable class removed as there were no other uses for it, and it was programmer-unfriendly compared to HashMap.
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10 years ago |
Lasse Öörni
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988f1fdc33
Merge branch 'master' into render-refactor
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10 years ago |
Lasse Öörni
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f660213930
Fix AngelScript API compile on VS2015. Add CMake bat file for VS2015.
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10 years ago |
Lasse Öörni
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480284fb23
Removed the triangle count based instancing check, as instancing a large number of the same mesh should always result in less CPU time.
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10 years ago |
Lasse Öörni
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88080dad31
Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function.
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10 years ago |
Lasse Öörni
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56f64c60b9
Texture unit refactoring. On desktop ensure continuous range of 8 material texture units, while mobile has 5. Material can define a volume (3D) texture in the volume unit (desktop only.)
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10 years ago |
hdunderscore
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7000780beb
Fixed an error in AngelScript bindings for Octree::GetDrawables (incorrect return type).
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11 years ago |
Lasse Öörni
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bb2ebf7568
Bump copyright to 2015.
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11 years ago |
Yao Wei Tjong 姚伟忠
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f719e3a429
Remove explicit inclusion of precompiled header file.
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11 years ago |
Lasse Öörni
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0b3e6e2bbb
Added "renderui" render path command to render the UI into an arbitrary rendertarget. This disables the default UI render to the backbuffer. Removed functions from UI Lua API that shouldn't be exposed to scripting (update, render.)
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11 years ago |
Lasse Öörni
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6fc05e9373
Added support for defining custom depth-stencil textures in the renderpath, and performing depth-only rendering passes. Readded support for readable HW depth format (on D3D9 it uses the INTZ hack.) Improved RenderPath & Graphics Lua bindings. Added -renderpath command line option to specify the renderpath file to use.
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11 years ago |
Yao Wei Tjong 姚伟忠
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0a2e601307
Change the include path for Precompiled header to fix MSVC build.
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11 years ago |
Yao Wei Tjong 姚伟忠
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b51e419c88
Change impl. file to include the header file from corresponding subdir.
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11 years ago |
Yao Wei Tjong 姚伟忠
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bcf7c94ec8
Rename Source/Engine to Source/Urho3D.
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11 years ago |