Commit History

Автор SHA1 Съобщение Дата
  Lasse Öörni 478a5af9d1 Allow defining depth bias for materials. преди 13 години
  Lasse Öörni d18baaff87 Reverted back to 4 sample shadow mapping on OpenGL ES, but limited directional light cascades to 2. преди 13 години
  Lasse Öörni e8d549ef7e Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering. преди 13 години
  Lasse Öörni e645875fd6 Moved maximum cascade check to Renderer. преди 13 години
  Lasse Öörni 18e8cb6334 Removed need for anisotropic filter OpenGL extension. преди 13 години
  Lasse Öörni 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. преди 13 години
  Lasse Öörni 2c0899b994 Fixed variable initialization order. преди 13 години
  Lasse Öörni a4c1924e04 Vertex & index buffer refactoring to unify feature set between graphics APIs, cleanup code, and prepare for Android OpenGL context loss handling. преди 13 години
  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. преди 13 години
  Lasse Öörni a8c622f330 Started work on GLES2 shadow mapping. преди 13 години
  Lasse Öörni c1c7dcf0ec Code cleanup. преди 13 години
  Lasse Öörni 9a4e69d5bc Removed fillmode, as it is deprecated on some APIs and not currently used in Urho3D. преди 13 години
  Lasse Öörni c3f75ee181 Removed alpha test, as it is deprecated in modern graphics API's. Instead implemented in the pixel shader. преди 13 години
  Lasse Öörni 0c98c92182 Do not create a new directional light when drawing a fullscreen quad. преди 13 години
  Lasse Öörni 31e027b354 Maximum amount of sorted instances can be configured in Renderer. By default 1000. преди 13 години
  Lasse Öörni e6fe0d6cf0 Removed convenience GetWorldTransform() from Component to make it explicit that an indirection to the parent node is being made. преди 13 години
  Lasse Öörni 132847926d Do not unnecessarily calculate batch sort key or choose shaders for instanced batches. преди 13 години
  Lasse Öörni 987a168d9e Optimized away unnecessary structures from View. преди 13 години
  Lasse Öörni df4cd6214d Ensure existence of default material by dynamically creating it if necessary. преди 13 години
  Lasse Öörni 66f3fd4097 Added function to get API-independent projection matrix. преди 13 години
  Lasse Öörni 6fbf8d0404 Increased occlusion buffer Z-accuracy. преди 13 години
  Lasse Öörni 06216dabeb Minor code cleanup. преди 14 години
  Lasse Öörni 0b7e840a30 Restored fullscreen quad method for deferred screen clear for some FPS gain. преди 14 години
  Lasse Öörni 845b38c2b4 Allocate a screen buffer if rendering to texture in OpenGL deferred mode, and texture format is not RGBA. преди 14 години
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. преди 14 години
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. преди 14 години
  Lasse Öörni 9fc3d48c12 Changed Viewport to be a reference-counted object. преди 14 години
  Lasse Öörni f437a1ec04 Implemented OpenGL multisampled backbuffer resolve. преди 14 години
  Lasse Öörni 5541fc9d87 Resolve multisampled backbuffer for postprocessing. Not yet implemented on OpenGL. преди 14 години
  Lasse Öörni 55ce257a9c Initial postprocessing implementation. Reimplemented the FXAA edge filter using it. преди 14 години