История коммитов

Автор SHA1 Сообщение Дата
  Lasse Öörni 54dab6404f Fixed setting camera shader parameters redundantly in light prepass material pass. 13 лет назад
  Lasse Öörni 8fe755e7e6 Do not release resource if it has weak refs. 13 лет назад
  Lasse Öörni 478a5af9d1 Allow defining depth bias for materials. 13 лет назад
  Lasse Öörni d18baaff87 Reverted back to 4 sample shadow mapping on OpenGL ES, but limited directional light cascades to 2. 13 лет назад
  Lasse Öörni e8d549ef7e Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering. 13 лет назад
  Lasse Öörni e645875fd6 Moved maximum cascade check to Renderer. 13 лет назад
  Lasse Öörni 18e8cb6334 Removed need for anisotropic filter OpenGL extension. 13 лет назад
  Lasse Öörni 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. 13 лет назад
  Lasse Öörni 2c0899b994 Fixed variable initialization order. 13 лет назад
  Lasse Öörni a4c1924e04 Vertex & index buffer refactoring to unify feature set between graphics APIs, cleanup code, and prepare for Android OpenGL context loss handling. 13 лет назад
  Lasse Öörni 3e7882093a Disabled all stencil operations on OpenGL ES for now, as the OES packed depth stencil isn't tested for or used yet. 13 лет назад
  Lasse Öörni a8c622f330 Started work on GLES2 shadow mapping. 13 лет назад
  Lasse Öörni c1c7dcf0ec Code cleanup. 13 лет назад
  Lasse Öörni 9a4e69d5bc Removed fillmode, as it is deprecated on some APIs and not currently used in Urho3D. 13 лет назад
  Lasse Öörni c3f75ee181 Removed alpha test, as it is deprecated in modern graphics API's. Instead implemented in the pixel shader. 13 лет назад
  Lasse Öörni 0c98c92182 Do not create a new directional light when drawing a fullscreen quad. 13 лет назад
  Lasse Öörni 31e027b354 Maximum amount of sorted instances can be configured in Renderer. By default 1000. 13 лет назад
  Lasse Öörni e6fe0d6cf0 Removed convenience GetWorldTransform() from Component to make it explicit that an indirection to the parent node is being made. 13 лет назад
  Lasse Öörni 132847926d Do not unnecessarily calculate batch sort key or choose shaders for instanced batches. 13 лет назад
  Lasse Öörni 987a168d9e Optimized away unnecessary structures from View. 13 лет назад
  Lasse Öörni df4cd6214d Ensure existence of default material by dynamically creating it if necessary. 13 лет назад
  Lasse Öörni 66f3fd4097 Added function to get API-independent projection matrix. 13 лет назад
  Lasse Öörni 6fbf8d0404 Increased occlusion buffer Z-accuracy. 13 лет назад
  Lasse Öörni 06216dabeb Minor code cleanup. 14 лет назад
  Lasse Öörni 0b7e840a30 Restored fullscreen quad method for deferred screen clear for some FPS gain. 14 лет назад
  Lasse Öörni 845b38c2b4 Allocate a screen buffer if rendering to texture in OpenGL deferred mode, and texture format is not RGBA. 14 лет назад
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 лет назад
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. 14 лет назад
  Lasse Öörni 9fc3d48c12 Changed Viewport to be a reference-counted object. 14 лет назад
  Lasse Öörni f437a1ec04 Implemented OpenGL multisampled backbuffer resolve. 14 лет назад