Lasse Öörni
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54dab6404f
Fixed setting camera shader parameters redundantly in light prepass material pass.
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13 лет назад |
Lasse Öörni
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8fe755e7e6
Do not release resource if it has weak refs.
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13 лет назад |
Lasse Öörni
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478a5af9d1
Allow defining depth bias for materials.
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13 лет назад |
Lasse Öörni
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d18baaff87
Reverted back to 4 sample shadow mapping on OpenGL ES, but limited directional light cascades to 2.
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13 лет назад |
Lasse Öörni
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e8d549ef7e
Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering.
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13 лет назад |
Lasse Öörni
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e645875fd6
Moved maximum cascade check to Renderer.
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13 лет назад |
Lasse Öörni
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18e8cb6334
Removed need for anisotropic filter OpenGL extension.
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13 лет назад |
Lasse Öörni
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5507b006be
Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders.
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13 лет назад |
Lasse Öörni
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2c0899b994
Fixed variable initialization order.
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13 лет назад |
Lasse Öörni
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a4c1924e04
Vertex & index buffer refactoring to unify feature set between graphics APIs, cleanup code, and prepare for Android OpenGL context loss handling.
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13 лет назад |
Lasse Öörni
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3e7882093a
Disabled all stencil operations on OpenGL ES for now, as the OES packed depth stencil isn't tested for or used yet.
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13 лет назад |
Lasse Öörni
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a8c622f330
Started work on GLES2 shadow mapping.
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13 лет назад |
Lasse Öörni
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c1c7dcf0ec
Code cleanup.
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13 лет назад |
Lasse Öörni
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9a4e69d5bc
Removed fillmode, as it is deprecated on some APIs and not currently used in Urho3D.
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13 лет назад |
Lasse Öörni
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c3f75ee181
Removed alpha test, as it is deprecated in modern graphics API's. Instead implemented in the pixel shader.
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13 лет назад |
Lasse Öörni
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0c98c92182
Do not create a new directional light when drawing a fullscreen quad.
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13 лет назад |
Lasse Öörni
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31e027b354
Maximum amount of sorted instances can be configured in Renderer. By default 1000.
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13 лет назад |
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 лет назад |
Lasse Öörni
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132847926d
Do not unnecessarily calculate batch sort key or choose shaders for instanced batches.
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13 лет назад |
Lasse Öörni
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987a168d9e
Optimized away unnecessary structures from View.
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13 лет назад |
Lasse Öörni
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df4cd6214d
Ensure existence of default material by dynamically creating it if necessary.
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13 лет назад |
Lasse Öörni
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66f3fd4097
Added function to get API-independent projection matrix.
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13 лет назад |
Lasse Öörni
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6fbf8d0404
Increased occlusion buffer Z-accuracy.
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13 лет назад |
Lasse Öörni
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06216dabeb
Minor code cleanup.
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14 лет назад |
Lasse Öörni
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0b7e840a30
Restored fullscreen quad method for deferred screen clear for some FPS gain.
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14 лет назад |
Lasse Öörni
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845b38c2b4
Allocate a screen buffer if rendering to texture in OpenGL deferred mode, and texture format is not RGBA.
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14 лет назад |
Lasse Öörni
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cc3ee34f58
Increased occlusion buffer depth bias.
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14 лет назад |
Lasse Öörni
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d34a73bfb9
Added full deferred rendering in addition to light pre-pass.
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14 лет назад |
Lasse Öörni
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9fc3d48c12
Changed Viewport to be a reference-counted object.
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14 лет назад |
Lasse Öörni
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f437a1ec04
Implemented OpenGL multisampled backbuffer resolve.
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14 лет назад |