Commit History

Author SHA1 Message Date
  Lasse Öörni 7c61b098bf Fixed forward lit spotlight shadows on OpenGL. 13 years ago
  Lasse Öörni 88aaa46465 Corrected formatting issues. License.txt & Readme.txt encoded as UTF-8, source code uses ASCII encoding. 13 years ago
  Lasse Öörni f0b6d55b28 Enclosed Urho3D classes inside Urho3D namespace to avoid clashes with external libraries. 13 years ago
  Lasse Öörni bdc150a645 More "success" returns. 13 years ago
  Lasse Öörni d1530432fd Return "success" if attempting to load texture while device is lost. This is so that the texture is not deleted from the resource system due to initial failure. 13 years ago
  Lasse Öörni 517030a2be Started work on buffering GPU resource updates while device lost. 13 years ago
  Lasse Öörni d7d599be7b Added loading of ETC1 compressed textures on mobile devices. These need to be stored inside .ktx files. 13 years ago
  Lasse Öörni e1a1c974e5 Initial iOS support. 13 years ago
  Lasse Öörni 35bec043ad Signal GPU object data loss only when recovery is possible. 13 years ago
  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 years ago
  Lasse Öörni 19ed675c18 Work around asCALL_CDECL_OBJLAST bug with float as first parameter on Android. 13 years ago
  Lasse Öörni a8c622f330 Started work on GLES2 shadow mapping. 13 years ago
  Lasse Öörni 354f04e6f2 Added Texture::IsCompressed(). 13 years ago
  Lasse Öörni a5b035d886 Added possibility to run OpenGL mode without hardware DXT support (for severely broken drivers.) 13 years ago
  Lasse Öörni 9a5443ebc4 Store depth bits into Texture2D also in renderbuffer mode. 14 years ago
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 years ago
  Lasse Öörni f437a1ec04 Implemented OpenGL multisampled backbuffer resolve. 14 years ago
  Lasse Öörni 75096fe6f9 Refactored screen-size rendertarget allocation in preparation for postprocessing. 14 years ago
  Lasse Öörni 8c14956ebe Documentation update. 14 years ago
  Lasse Öörni d607c59137 Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.) 14 years ago
  Lasse Öörni aec8534665 Fixed resource dump display. 14 years ago
  Lasse Öörni fe495f6bcc Added deferred fallback mode, which renders the G-buffer in 2 passes. 14 years ago
  Lasse Öörni 7eed016fd8 Added more assertions. 14 years ago
  Lasse Öörni 38fe1554ba Initial multiplayer NinjaSnowWar. 14 years ago
  Lasse Öörni 71603ae52e Initial kNet-based networking implementation. 14 years ago
  Lasse Öörni 93377bf50d Fixed OpenGL build. 14 years ago
  Lasse Öörni a7a94a7af2 Unified the texture get/set data API between Direct3D9 & OpenGL. 14 years ago
  Lasse Öörni b90c1386be Removed unnecessary parentheses. 14 years ago
  Lasse Öörni 432f57b4b0 Use SDL 1.3 in OpenGL mode. 14 years ago
  Lasse Öörni 3db2c154e5 Added forward rendering multisample support for OpenGL. 14 years ago