Lasse Öörni
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c0d05666f8
Initial light volume rendering.
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14 years ago |
Lasse Öörni
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fefa7bf6cd
Initial light pre-pass rendering. Lighting not rendered yet.
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14 years ago |
Lasse Öörni
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c20e0ada86
Added initial light pre-pass shaders.
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14 years ago |
Lasse Öörni
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b90ceaf4d1
Initial preparation for light pre-pass rendering.
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14 years ago |
Lasse Öörni
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abf00cafa9
Merged pixel shader uniforms.
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14 years ago |
Lasse Öörni
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bc5dd97e4b
Allow 6 vertex lights.
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14 years ago |
Lasse Öörni
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a51afb0631
Initial vertex lighting support.
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14 years ago |
Lasse Öörni
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1b08deec28
Fixed editor gizmo movement in local axes mode.
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14 years ago |
Lasse Öörni
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7be9585861
Fixed erroneous use of local axis movement when more than one node selected.
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14 years ago |
Lasse Öörni
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a9c5641371
Return to xGxR encoded normal maps and separate specular maps.
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14 years ago |
Lasse Öörni
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2f74622427
Converted DebugGeometry to use a vertex buffer instead of using immediate rendering.
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14 years ago |
Lasse Öörni
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7d96303e39
Finalized support for overlapping Direct3D9 shader parameters, or the same shader parameters using different registers in different shaders.
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14 years ago |
Lasse Öörni
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0e84c54306
Added shader parameter register count information in the D3D shader file format.
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14 years ago |
Lasse Öörni
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fd06d3cf4a
Fixed component ID overwrite when copy-pasting scene nodes in the editor.
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14 years ago |
Lasse Öörni
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80a6948b22
Large rendering architecture refactoring.
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14 years ago |
Lasse Öörni
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fe495f6bcc
Added deferred fallback mode, which renders the G-buffer in 2 passes.
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14 years ago |
Lasse Öörni
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d6a3f89393
Added low-quality (1-sample) shadow filtering option.
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14 years ago |
Lasse Öörni
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80aee649df
Re-enabled lit base pass optimization, with more careful checks to ensure proper rendering order.
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14 years ago |
Lasse Öörni
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a89cb22161
Replaced edge filtering with temporal antialiasing with ghosting prevention.
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14 years ago |
Lasse Öörni
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f0ecda9785
Fixed numerical stability in Quaternion matrix constructor.
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14 years ago |
Lasse Öörni
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de67af8825
CoreData / Data reorganization.
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14 years ago |
Lasse Öörni
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7addf89464
Moved definitions of the inbuild shader hashes to a separate file.
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14 years ago |
Lasse Öörni
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3a6163226b
Changed OpenGL rendering to use non-hardcoded shader parameters. Fixed warnings.
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14 years ago |
Lasse Öörni
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ced7b62889
Shader parameters are no longer hardcoded.
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14 years ago |
Lasse Öörni
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19a40e561b
Removed unused pixel shader uniforms.
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14 years ago |
Lasse Öörni
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87f9bbd846
Switched back to a edge filter for deferred antialiasing, as temporal antialiasing causes problems when both the camera and objects move.
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14 years ago |
Lasse Öörni
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9c9643508c
Use GL_DEPTH_COMPONENT24 instead of the packed depth stencil for OpenGL deferred rendering depth buffer, because the packed format seems to be slower.
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14 years ago |
Lasse Öörni
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9335edc5ed
Removed the need to lock vertex data in read-only mode for CPU-side processing.
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14 years ago |
Lasse Öörni
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c9c0610709
Added alternative OpenGL rendering path, not fully complete yet.
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14 years ago |
Lasse Öörni
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2bee05deb9
Reordered batch setup.
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14 years ago |