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 |