Lasse Öörni
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fefa7bf6cd
Initial light pre-pass rendering. Lighting not rendered yet.
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14 年之前 |
Lasse Öörni
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b90ceaf4d1
Initial preparation for light pre-pass rendering.
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14 年之前 |
Lasse Öörni
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a69b8b7568
Fixed vertex lighting shader variation names.
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14 年之前 |
Lasse Öörni
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a51afb0631
Initial vertex lighting support.
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14 年之前 |
Lasse Öörni
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1b08deec28
Fixed editor gizmo movement in local axes mode.
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14 年之前 |
Lasse Öörni
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b204b2031d
Removed directional light shadowcaster occlusion for potentially taking much CPU time for relatively little gain, and/or being inaccurate.
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14 年之前 |
Lasse Öörni
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6b504a0b21
Refactored occlusion buffer allocation to be thread-safe. Thread queries for directional shadowed lights as well.
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14 年之前 |
Lasse Öörni
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cccb072a3d
Threaded light queries.
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14 年之前 |
Lasse Öörni
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0be37e8495
Shader refactoring. Forward shader split to Ambient, BlinnPhong, Unlit & Volumetric.
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14 年之前 |
Lasse Öörni
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7e4bc727b4
Cleaned up Batch & instancing code. BatchGroup inherits from Batch to reduce unnecessary copying of values.
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14 年之前 |
Lasse Öörni
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80130159ac
Cleaned up graphics features change handling.
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14 年之前 |
Lasse Öörni
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6e51dffdeb
Updated readme.
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14 年之前 |
Lasse Öörni
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a9c5641371
Return to xGxR encoded normal maps and separate specular maps.
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14 年之前 |
Lasse Öörni
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593ce78eaf
Refactored temporary shadow camera creation.
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14 年之前 |
Lasse Öörni
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37621a0c4b
Removed View friend class from Renderer. Made more Renderer functions public, as they can be usable also outside of View.
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14 年之前 |
Lasse Öörni
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fd06d3cf4a
Fixed component ID overwrite when copy-pasting scene nodes in the editor.
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14 年之前 |
Lasse Öörni
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80a6948b22
Large rendering architecture refactoring.
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14 年之前 |
Lasse Öörni
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1e086c84f6
For less confusing code, do not allocate a depth stencil into colorShadowMaps_ in fallback mode. Instead define a separate variable shadowDepthStencil_.
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14 年之前 |
Lasse Öörni
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d6a3f89393
Added low-quality (1-sample) shadow filtering option.
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14 年之前 |
Lasse Öörni
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fc3896fe02
Added configurable instancing group minimum size and maximum triangles per instanced object.
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14 年之前 |
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 年之前 |
Lasse Öörni
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a89cb22161
Replaced edge filtering with temporal antialiasing with ghosting prevention.
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14 年之前 |
Lasse Öörni
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40c8306691
Added triple buffering option. On OpenGL it is a no-op.
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14 年之前 |
Lasse Öörni
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da685e99de
Ported optimizations and code cleanup from the prepass-branch.
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14 年之前 |
Lasse Öörni
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de67af8825
CoreData / Data reorganization.
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14 年之前 |
Lasse Öörni
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b694ad047e
Refactored interest management into the NetworkPriority component.
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14 年之前 |
Lasse Öörni
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ced7b62889
Shader parameters are no longer hardcoded.
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14 年之前 |
Lasse Öörni
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bea4f054c7
Tweaked the edge filter.
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14 年之前 |
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 年之前 |
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 年之前 |