提交历史

作者 SHA1 备注 提交日期
  Lasse Öörni fefa7bf6cd Initial light pre-pass rendering. Lighting not rendered yet. 14 年之前
  Lasse Öörni b90ceaf4d1 Initial preparation for light pre-pass rendering. 14 年之前
  Lasse Öörni a69b8b7568 Fixed vertex lighting shader variation names. 14 年之前
  Lasse Öörni a51afb0631 Initial vertex lighting support. 14 年之前
  Lasse Öörni 1b08deec28 Fixed editor gizmo movement in local axes mode. 14 年之前
  Lasse Öörni b204b2031d Removed directional light shadowcaster occlusion for potentially taking much CPU time for relatively little gain, and/or being inaccurate. 14 年之前
  Lasse Öörni 6b504a0b21 Refactored occlusion buffer allocation to be thread-safe. Thread queries for directional shadowed lights as well. 14 年之前
  Lasse Öörni cccb072a3d Threaded light queries. 14 年之前
  Lasse Öörni 0be37e8495 Shader refactoring. Forward shader split to Ambient, BlinnPhong, Unlit & Volumetric. 14 年之前
  Lasse Öörni 7e4bc727b4 Cleaned up Batch & instancing code. BatchGroup inherits from Batch to reduce unnecessary copying of values. 14 年之前
  Lasse Öörni 80130159ac Cleaned up graphics features change handling. 14 年之前
  Lasse Öörni 6e51dffdeb Updated readme. 14 年之前
  Lasse Öörni a9c5641371 Return to xGxR encoded normal maps and separate specular maps. 14 年之前
  Lasse Öörni 593ce78eaf Refactored temporary shadow camera creation. 14 年之前
  Lasse Öörni 37621a0c4b Removed View friend class from Renderer. Made more Renderer functions public, as they can be usable also outside of View. 14 年之前
  Lasse Öörni fd06d3cf4a Fixed component ID overwrite when copy-pasting scene nodes in the editor. 14 年之前
  Lasse Öörni 80a6948b22 Large rendering architecture refactoring. 14 年之前
  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 年之前
  Lasse Öörni d6a3f89393 Added low-quality (1-sample) shadow filtering option. 14 年之前
  Lasse Öörni fc3896fe02 Added configurable instancing group minimum size and maximum triangles per instanced object. 14 年之前
  Lasse Öörni 80aee649df Re-enabled lit base pass optimization, with more careful checks to ensure proper rendering order. 14 年之前
  Lasse Öörni a89cb22161 Replaced edge filtering with temporal antialiasing with ghosting prevention. 14 年之前
  Lasse Öörni 40c8306691 Added triple buffering option. On OpenGL it is a no-op. 14 年之前
  Lasse Öörni da685e99de Ported optimizations and code cleanup from the prepass-branch. 14 年之前
  Lasse Öörni de67af8825 CoreData / Data reorganization. 14 年之前
  Lasse Öörni b694ad047e Refactored interest management into the NetworkPriority component. 14 年之前
  Lasse Öörni ced7b62889 Shader parameters are no longer hardcoded. 14 年之前
  Lasse Öörni bea4f054c7 Tweaked the edge filter. 14 年之前
  Lasse Öörni 87f9bbd846 Switched back to a edge filter for deferred antialiasing, as temporal antialiasing causes problems when both the camera and objects move. 14 年之前
  Lasse Öörni 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. 14 年之前