Sitoutushistoria

Tekijä SHA1 Viesti Päivämäärä
  Lasse Öörni 48cd15bc5a Store camera projection matrix as API-independent and convert as necessary (preparation for allowing the user to define a custom projection matrix.) Camera GetProjection() API changed; GetGPUProjection() is now used to get the API-specific projection for use as a shader parameter. 9 vuotta sitten
  Lasse Öörni 7b5da6669f Skip adding a deferred light volume batch when the light has low 8 bits of lightmask cleared; it would not have effect due to the stencil test. Skip shadow map render when there are no forward & deferred batches using it. 9 vuotta sitten
  Lasse Öörni 2c2c6d26b1 Merge branch 'api-agnostic-headers' 9 vuotta sitten
  Lasse Öörni 28ad5d5dbd Fix ambiguous operations when C++11 Urho3D features are enabled by using WeakPtr default constructor instead. 9 vuotta sitten
  Lasse Öörni 11b1e2cc2d Shadow batches don't need a zone, since they shouldn't use ambient color or fogging settings. This also fixes a bug with erroneous fog settings when OpenGL constant buffers are used. 9 vuotta sitten
  Lasse Öörni f8d636426c Make ShaderVariation class header API-agnostic. 9 vuotta sitten
  Franck Poulain 332fe215f6 SendEvent new renderpath command 9 vuotta sitten
  Eugene Kozlov c92894d250 Add support of custom per-instance data in batches. 9 vuotta sitten
  Lasse Öörni 83e3772a34 Halve default VSM softness. Scale VSM blurring to shadow resolution, so that low resolutions don't receive too much blur. Note: when using VSM, you should set all your large surfaces (such as floors or terrains) to cast shadows. Otherwise shadows will be unnaturally thin. The Urho builtin samples don't do this to avoid artifacts on mobiles where VSM can't be used, and the bias is tricky to get right. 9 vuotta sitten
  Lasse Öörni 97bb1769d0 Rework renderpath quad commands to use same quad transform as deferred directional lights, with the camera projection set correctly. Set quad command's shader parameters last to allow overriding any engine shader parameter (except the quad's model transform.) Remove unused function parameters. Closes #1370. 9 vuotta sitten
  Lasse Öörni ed8740428c Remove cCameraRot uniform. Instead derive from cViewInv as necessary. Closes #1163. 9 vuotta sitten
  Lasse Öörni 0c10106cd8 Dummy implementation for D3D9 Texture2DArray. Texture2DArray Lua bindings. 9 vuotta sitten
  Lasse Öörni 55d1d82784 Improved occluder sorting contributed by Enhex. Closes #1305. 9 vuotta sitten
  reattiva e253afe756 Fixed D3D9 build. 9 vuotta sitten
  reattiva 88d403b9b8 Added Texture2DArray. 9 vuotta sitten
  urho3d-travis-ci c4f6f315ff Travis CI: bump copyright to 2016. 10 vuotta sitten
  Lasse Öörni ca3f3ced4f Prefer to use camera's EffectiveWorldTransform for view inverse to avoid double inversing. 10 vuotta sitten
  Nick Royer 360328d2d1 Added inverse view matrix 10 vuotta sitten
  Xavier Maupeu dbcfc9721e merge VSM shadow 10 vuotta sitten
  Lasse Öörni 2b25100ef6 Fix writing to the inverse size uniforms as if they were Vector4's. Closes #1087. 10 vuotta sitten
  Xavier Maupeu fc41f4bfa6 fix bug with simple shadow and pcf shadow in direct3d9 10 vuotta sitten
  Xavier Maupeu 45aa12c496 VSM shadow map can be blurred 10 vuotta sitten
  Xavier Maupeu 0567cbeaf4 remove shadow bias for vsm 10 vuotta sitten
  Xavier Maupeu 78a85ff2c6 simple VSM is working 10 vuotta sitten
  Lasse Öörni 60d946eb64 Option to enable threaded occlusion rendering. May actually result in worse performance, so disabled by default. Report number of rendered occluders accurately (taking into account occluders rejected by being occluded themselves, or by running out of triangles.) Closes #970. 10 vuotta sitten
  Lasse Öörni b616aa6272 Merge remote-tracking branch '1vanK/master' 10 vuotta sitten
  Lasse Öörni 48c600711a Fix wrong boolean check for determining what viewport read/write operations are used by the renderpath. Closes #974. 10 vuotta sitten
  Ivan K db15f0358e PROFILE -> URHO3D_PROFILE 10 vuotta sitten
  Lasse Öörni 9bd1a02655 Copy the nostencil flag correctly from the source view. 10 vuotta sitten
  Lasse Öörni 5161060d5b Allow to define a culling camera for Viewport. When defined, multiple views can share the same culling and other view preparations, reducing CPU use. 10 vuotta sitten