Commit History

Author SHA1 Message Date
  Lasse Öörni de2d2f58c9 Removed explicit HLSL register allocations to allow for defining more custom shader parameters. 14 years ago
  Lasse Öörni 35c21f06d7 Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably. 14 years ago
  Lasse Öörni b9e62689f2 Freed up pixel shader uniforms. 14 years ago
  Lasse Öörni dec13dac7a Draw render-to-texture views upside down on OpenGL so that they match the UV coordinates of regular textures. 14 years ago
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. 14 years ago
  Lasse Öörni c27ab40f7f Check needed OpenGL extensions more carefully. 14 years ago
  Lasse Öörni 6927daf567 Combined G-buffer shader interpolated variables. 14 years ago
  Lasse Öörni f9bfd4948f Shader refactoring. 14 years ago
  Lasse Öörni cbbf1a74f9 Fixed non-shadowed spotlights in light pre-pass rendering. 14 years ago
  Lasse Öörni 7e3be41dfb More fixes to light pre-pass light volume rendering. 14 years ago
  Lasse Öörni 2f48b9bbe4 Deferred shadow/spot matrices fix. 14 years ago
  Lasse Öörni ceee03d828 Light rendering fixes. 14 years ago
  Lasse Öörni fefa7bf6cd Initial light pre-pass rendering. Lighting not rendered yet. 14 years ago
  Lasse Öörni abf00cafa9 Merged pixel shader uniforms. 14 years ago
  Lasse Öörni 998333b4b5 Fixed GCC build. 14 years ago
  Lasse Öörni 3cf25e801a Do not use "camera centered" coordinates for light calculations. 14 years ago
  Lasse Öörni bc5dd97e4b Allow 6 vertex lights. 14 years ago
  Lasse Öörni a51afb0631 Initial vertex lighting support. 14 years ago
  Lasse Öörni 1b08deec28 Fixed editor gizmo movement in local axes mode. 14 years ago
  Lasse Öörni bef427937c Lighting shader code cleanup. 14 years ago
  Lasse Öörni 7e4bc727b4 Cleaned up Batch & instancing code. BatchGroup inherits from Batch to reduce unnecessary copying of values. 14 years ago
  Lasse Öörni 9d077e78a8 Code cleanup. 14 years ago
  Lasse Öörni 00cca6b83c Zone system refactoring. Now objects check which zone they're in, for per-object ambient light and fog settings. 14 years ago
  Lasse Öörni 63f23313d6 Sort also the postalpha pass back to front. 14 years ago
  Lasse Öörni a9c5641371 Return to xGxR encoded normal maps and separate specular maps. 14 years ago
  Lasse Öörni 74b995c29a Use 2 shadow map samples in fallback mode. 14 years ago
  Lasse Öörni 00a86d3a3f Fixed 4-sample shadow map offset on OpenGL. 14 years ago
  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 years ago
  Lasse Öörni d51452b6bd Further optimization of the shadow mapping shader. 14 years ago
  Lasse Öörni c880535788 Optimized shadow mapping instruction count & performance on non-NVIDIA GPUs. 14 years ago