Lasse Öörni
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6833f858dc
If a view's renderpath has no scene passes, allow rendering it also when no scene, camera & octree are provided. Closes #267.
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11 years ago |
Lasse Öörni
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03043038a0
Visualize camera as a frustum. Do not draw debug geometry in the editor's camera preview.
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11 years ago |
Lasse Öörni
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263a624fe4
Possibility in ResourceCache to enable returning resources which failed to load. This is used in the editor to overcome eg. failed scripts disappearing from a ScriptInstance's script file slot.
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11 years ago |
Lasse Öörni
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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.
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12 years ago |
Lasse Öörni
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47836474e2
Variant pointer refactoring. Variant can now hold a weak pointer to a RefCounted object, which is safer, and is returned using GetPtr(). Engine events have been converted to use that mechanism. GetPtr() is also directly available in AngelScript, as well as assigning a RefCounted or derived class handle to a Variant.
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12 years ago |
Yao Wei Tjong 姚伟忠
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2e8744dc01
Minor cleanup - remove redundant null check for subsystems pointer.
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12 years ago |
Lasse Öörni
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1f91776233
Removed the Shader::SanitateDefines() function. Instead the Shader resource normalizes defines and creates aliases if necessary to ensure fast queries but to prevent duplicates.
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12 years ago |
Lasse Öörni
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f2c3d8fe5d
Clear persistent float screenbuffers to ensure their contents aren't undefined. This fixes the AutoExposure effect on OpenGL. Added missing float textures to OpenGL Texture::GetDataType().
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12 years ago |
Lasse Öörni
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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.
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12 years ago |
Lasse Öörni
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b1a7a8dade
Exposed missing QUALITY_MAX constant to AngelScript. Do not assume the default zone has black fog (when used for additive pass.) Do not reload material shaders if material quality stayed same. Separate error in D3D9ShaderVariation Create() if the owning shader has expired, as on OpenGL.
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12 years ago |
Lasse Öörni
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b76823a317
Added height fog mode boolean to Zone. Apply height fog shaders automatically. Changed height fog parameters to be relative to the zone node.
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12 years ago |
Lasse Öörni
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70122ed481
Refactored LitParticle shader & technique. Try to reduce error prints for missing shaders in Renderer::GetShader().
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12 years ago |
Lasse Öörni
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db713bdba2
Avoid string allocations during View::Define() and Renderer::GetShader().
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12 years ago |
Lasse Öörni
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07f06563bc
Optimized Renderer::GetShader() so that caching shader variation pointers becomes unnecessary for the most part.
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12 years ago |
Lasse Öörni
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ea334e4393
Merge branch 'master' into shader-refactor
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12 years ago |
Lasse Öörni
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6d5ddc23e0
Bump the copyright for 2014.
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12 years ago |
Lasse Öörni
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e0f391b0fc
Started shader refactoring.
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12 years ago |
primitivewaste
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 years ago |
Lasse Öörni
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76292ef63e
Centralize allocation of event data variant maps to Context to avoid constant dynamic memory allocation.
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12 years ago |
Lasse Öörni
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6219289e9f
Optimize text batch preparation by avoiding dynamic allocation each frame. Use last glyph if rendering the same glyph several times in a row. Changed repeated postincrement of a destination pointer to indexing where applicable.
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12 years ago |
Lasse Öörni
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3553b287ac
Reflection plane support in Camera. Reflection plane clipping not yet implemented.
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12 years ago |
Lasse Öörni
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840d50ce0d
Allow to force FreeType autohinting (old 2.3 version behavior.) Reload font faces when global font settings changed.
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12 years ago |
Lasse Öörni
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36e165596a
Create a dedicated depth stencil texture in View3D so that temporary depth stencils are not constantly generated when resizing a View3D.
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12 years ago |
Lasse Öörni
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f3fa29a614
Fix crash when replacing shader with unshadowed or non-specular variation, and geometry type is something else than static.
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12 years ago |
Wei Tjong Yao
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02512cecf9
In order to move the out-of-source 'build' directory back to Urho3D project root directory, all the source codes sub-directories are now moved down one level to a new directory under project root called 'Source'.
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12 years ago |