Commit Verlauf

Autor SHA1 Nachricht Datum
  Lasse Öörni 7331120bac Fixed ragdoll bounding box not updating. vor 13 Jahren
  Lasse Öörni 48190acfca Eliminated most virtual function calls from getting Drawable batches. vor 13 Jahren
  Lasse Öörni 987a168d9e Optimized away unnecessary structures from View. vor 13 Jahren
  Lasse Öörni dbbf2f3310 Do not use octree query to find zone. Instead mark the drawable's zone inconclusive (temporary) if necessary. vor 13 Jahren
  Lasse Öörni 5bc2c61d88 Reorganized Node, Component, Drawable & Camera member variables for more optimal access. vor 13 Jahren
  Lasse Öörni 7a06dc73e5 Avoid Component::GetWorldTransform() and related functions where possible to avoid extra indirection and function call. vor 13 Jahren
  Lasse Öörni 91f6f87472 Explicitly mark changed nodes to avoid going through the whole scene in PrepareNetworkUpdate(). vor 13 Jahren
  Lasse Öörni 8d30afc776 Process multiple shadow splits as threaded work items. vor 13 Jahren
  Lasse Öörni 1a9dced05b Updated to AngelScript 2.23.1 WIP. vor 13 Jahren
  Lasse Öörni a85817a355 Reverted to joint world space positioning for reliability. vor 13 Jahren
  Lasse Öörni 1f89e97116 Insert drawable into the proper octant (instead of root) immediately when OnNodeSet() is called. vor 13 Jahren
  Lasse Öörni b7f5a6c997 Reverted use of HashSet in Octree for updates & reinsertions. Instead use vectors of weak pointers to Drawables to require no explicit cleanup when removed. vor 13 Jahren
  Lasse Öörni 0804e9d4ec Sort drawable's lights only if necessary (over the maximum light count.) vor 14 Jahren
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. vor 14 Jahren
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. vor 14 Jahren
  Lasse Öörni 75beda5f3a Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable. vor 14 Jahren
  Lasse Öörni d53e808ece Fixed double-lighting bug in light pre-pass mode. vor 14 Jahren
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. vor 14 Jahren
  Lasse Öörni f9bfd4948f Shader refactoring. vor 14 Jahren
  Lasse Öörni 04a7049bdf Slight optimizations in light-related operations. vor 14 Jahren
  Lasse Öörni 7cb8985e05 Convert to vertex lights when pixel light count exceeded. vor 14 Jahren
  Lasse Öörni a51afb0631 Initial vertex lighting support. vor 14 Jahren
  Lasse Öörni 5cf7e09324 Added Octree raycast that returns only a single drawable result. vor 14 Jahren
  Lasse Öörni 8a52455faa Added shadow mask feature, which allows selective shadow casting by different lights. vor 14 Jahren
  Lasse Öörni 8a57a3ee18 Threaded ray query. vor 14 Jahren
  Lasse Öörni 950e37beb1 Refactored raycast query handling in preparation to threading it. vor 14 Jahren
  Lasse Öörni f5bb9e5487 Work queue & octree reinsertion optimizations. vor 14 Jahren
  Lasse Öörni f9d04676f8 Queue octree updates & reinsertions in a PODVector instead of a HashSet. vor 14 Jahren
  Lasse Öörni 353270e6c7 UpdateDistance() / UpdateGeometry() refactoring. LOD levels are calculated in UpdateDistance(), while UpdateGeometry() is strictly used for preparing GPU resources, and is called after culling and preparing batches. vor 14 Jahren
  Lasse Öörni 9d077e78a8 Code cleanup. vor 14 Jahren