Историја ревизија

Аутор SHA1 Порука Датум
  Lasse Öörni 67d603d8e5 Node transform space refactoring. Translate(), Rotate() and LookAt() functions take a transform space (local, parent or world). Translate() has a behavior change: default space is local, as that is most often used in eg. camera movement, and is consistent with the default for rotations (the earlier fixedAxis = false was same as local space). The redundant TranslateRelative() function is removed. Add RotateAround() function, which allows rotating around a pivot in either local, parent or world space. Closes #295. пре 11 година
  Lasse Öörni 42265071a3 Added a multiplier+addition for depth bias on OpenGL ES platforms. Increased default constant depth bias of lights. пре 11 година
  Lasse Öörni 6be531d66f Set frustum size shader parameter as Vector3. пре 11 година
  Lasse Öörni 0d2879bbf0 Fix OpenGL build. пре 11 година
  Lasse Öörni ee9868e29e Refactor setting global & camera shader parameters to functions. Used both by Batch & View. Ensure that same parameters are set in both scene and quad (postprocess) rendering. Note that quad rendering still does not use the camera's real projection matrix to ensure stability. пре 11 година
  Lasse Öörni 2bedd953ce Fixes to sceneless renderpath on OpenGL. пре 11 година
  Lasse Öörni 6bfcc28010 Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows. пре 11 година
  Lasse Öörni 1418fb7e83 Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders. пре 11 година
  Lasse Öörni c3425334a3 Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276. пре 11 година
  Lasse Öörni 6833f858dc If a view's renderpath has no scene passes, allow rendering it also when no scene, camera & octree are provided. Closes #267. пре 11 година
  Lasse Öörni 0246ae607f Improve Camera documentation. To avoid potential confusion, disable auto aspect ratio mode from Camera if aspect ratio is set explicitly, or if the Vector2 form of Camera::SetOrthoSize() is used. пре 11 година
  Lasse Öörni 882f4da62e Added quad rendering missing elapsed time parameter fix from szamq. Also add delta time parameter to batch rendering. Closes #272. пре 11 година
  Lasse Öörni 094006ef91 Added brightness attribute to Light. Added separate equality test with and without epsilon to Color, similar to Vector2/3/4. пре 11 година
  Lasse Öörni 02e543ba5c Support for per-pixel negative lights. Added BLEND_SUBTRACT & BLEND_SUBTRACTALPHA blend modes. Light code cleanup. пре 11 година
  Lasse Öörni 0eb0a5d7a5 When a Zone moves or is removed from octree, clear zone from all drawables within the bounding box, not just from those that belong to the zone. This allows zone search in View to perform more optimally. пре 11 година
  Lasse Öörni 2082c026c2 Handle zone search better to avoid erroneous lower-priority zone assignment. Added OnRemoveFromOctree() virtual function to Drawable. Zone code simplified. Remove zone reference from drawables within its bounding box when the zone is being destroyed. пре 11 година
  Lasse Öörni 6fbda65a4f Initial negative light support. Right now works only with per-vertex lights. Set negative light color to use. Per-pixel negative lights may be problematic, as they require different blend mode, will also darken any emissive materials, and will not work in light pre-pass mode (there is nothing to subtract from, as light buffer is initialized with black) пре 11 година
  Lasse Öörni 1941c508b4 Removed erroneous comment from View. Do not treat it a fatal error in OgreImporter if index optimization can't be done. пре 11 година
  Lasse Öörni 03043038a0 Visualize camera as a frustum. Do not draw debug geometry in the editor's camera preview. пре 11 година
  Lasse Öörni 4bd2eb0356 Refactoring of Drawable::IsInView() functions and drawable view tracking. пре 11 година
  Lasse Öörni bfd968f9d7 Removed the base batch / non-base batch separation from BatchGroup. This is only needed for light queues, so rather have LightBatchQueue have separate queues for base & non-base. пре 11 година
  Lasse Öörni abc6fcd8b8 Shader precaching mechanism. Call Graphics::BeginDumpShaders() or use the engine command line parameter -ds <file> to create a shader dump file of the variations that are loaded during program run, and Graphics::PrecacheShaders() to load the dump file. пре 12 година
  Lasse Öörni e44e3f7652 Only signal work items that have specified or higher priority in WorkQueue::Complete(), to prevent lower priority work item events triggering when they shouldn't (in the middle of render update.) Set explicit max priority in Octree & View items, but leave default priority to the lowest for user items. Removed a static variable from WorkQueue::PurgePool(). пре 12 година
  Alex Parlett e8abdfc366 Added Pool for WorkItem SharedPtrs to save allocation every frame. Its an optional construct to allow the user to create their own pools or not use the pool if they so desire. пре 12 година
  Alex Parlett 51a1e84248 Changed WorkQueue to use a List<SharedPtr<WorkItem> > and ensure that it doesn't contain duplicates. пре 12 година
  Lasse Öörni 0c4466d3f3 Optimized away going through renderpath commands just to find the litbase-flag. пре 12 година
  Lasse Öörni 809efdb4c6 Added the concept of persistent target in renderpath, which are not mixed in the rendertarget pool with other textures of same size & format. Used for the AutoExposure previous frame luminance. пре 12 година
  Lasse Öörni f0501cbeae Fixed Blur postprocess effect XML. Fixed View spamming the log with attempts to get an empty quad shader after failing to get the proper shaders once. пре 12 година
  Lasse Öörni 45003707c0 Fixed substituteRenderTarget_ possibly being uninitialized. пре 12 година
  Lasse Öörni dc5f4a1834 Merge branch 'master' into shader-refactor пре 12 година