Commit történet

Szerző SHA1 Üzenet Dátum
  Lasse Öörni c0d05666f8 Initial light volume rendering. 14 éve
  Lasse Öörni fefa7bf6cd Initial light pre-pass rendering. Lighting not rendered yet. 14 éve
  Lasse Öörni b90ceaf4d1 Initial preparation for light pre-pass rendering. 14 éve
  Lasse Öörni fbdd44c3b8 Fixed comments. 14 éve
  Lasse Öörni a69b8b7568 Fixed vertex lighting shader variation names. 14 éve
  Lasse Öörni a51afb0631 Initial vertex lighting support. 14 éve
  Lasse Öörni 4c3be1f600 Added List::Resize(). 14 éve
  Lasse Öörni b068022660 Use function pointers directly for preparing AngelScript context. 14 éve
  Lasse Öörni 8a57a3ee18 Threaded ray query. 14 éve
  Lasse Öörni b204b2031d Removed directional light shadowcaster occlusion for potentially taking much CPU time for relatively little gain, and/or being inaccurate. 14 éve
  Lasse Öörni 6b504a0b21 Refactored occlusion buffer allocation to be thread-safe. Thread queries for directional shadowed lights as well. 14 éve
  Lasse Öörni cccb072a3d Threaded light queries. 14 éve
  Lasse Öörni c8089b1687 Initial work queue & multithreading support. 14 éve
  Lasse Öörni 0be37e8495 Shader refactoring. Forward shader split to Ambient, BlinnPhong, Unlit & Volumetric. 14 éve
  Lasse Öörni 7e4bc727b4 Cleaned up Batch & instancing code. BatchGroup inherits from Batch to reduce unnecessary copying of values. 14 éve
  Lasse Öörni 80130159ac Cleaned up graphics features change handling. 14 éve
  Lasse Öörni 6e51dffdeb Updated readme. 14 éve
  Lasse Öörni 7be9585861 Fixed erroneous use of local axis movement when more than one node selected. 14 éve
  Lasse Öörni 5134b9a778 Do not release shader resources from the cache when reloading them, as subsystems and material passes often hold references to shader variations instead, making the shaders appear unreferenced. 14 éve
  Lasse Öörni 593ce78eaf Refactored temporary shadow camera creation. 14 éve
  Lasse Öörni 37621a0c4b Removed View friend class from Renderer. Made more Renderer functions public, as they can be usable also outside of View. 14 éve
  Lasse Öörni 0c22a1076b Disallow 1-sample shadow mode when hardware PCF not supported. 14 éve
  Lasse Öörni 1421058c9f Even more optimization of the shadow mapping shader. In 4 sample mode, pre-adjust the shadow map coordinates on the CPU. 14 éve
  Lasse Öörni 399137b540 Force occlusion buffer to an even pixel height to prevent slightly different aspect ratio from generating worse occlusion results. 14 éve
  Lasse Öörni fd06d3cf4a Fixed component ID overwrite when copy-pasting scene nodes in the editor. 14 éve
  Lasse Öörni 80a6948b22 Large rendering architecture refactoring. 14 éve
  Lasse Öörni fe495f6bcc Added deferred fallback mode, which renders the G-buffer in 2 passes. 14 éve
  Lasse Öörni 1e086c84f6 For less confusing code, do not allocate a depth stencil into colorShadowMaps_ in fallback mode. Instead define a separate variable shadowDepthStencil_. 14 éve
  Lasse Öörni d6a3f89393 Added low-quality (1-sample) shadow filtering option. 14 éve
  Lasse Öörni 292ebed51f Added initial fallback mode (no MRT, no hardware shadows.) 14 éve