История коммитов

Автор SHA1 Сообщение Дата
  Lasse Öörni a3c6e580c3 Added Graphics::GetFloatFormat(). 14 лет назад
  Lasse Öörni 35c21f06d7 Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably. 14 лет назад
  Lasse Öörni d892a120e7 Reverted the OpenGL viewport reset logic. 14 лет назад
  Lasse Öörni 8c14956ebe Documentation update. 14 лет назад
  Lasse Öörni dec13dac7a Draw render-to-texture views upside down on OpenGL so that they match the UV coordinates of regular textures. 14 лет назад
  Lasse Öörni ff247d839a Fixed incorrect viewport size compare. 14 лет назад
  Lasse Öörni 784530e79a Use scissor test to avoid clearing outside the viewport on OpenGL. 14 лет назад
  Lasse Öörni 19b7286fce On OpenGL, do not automatically create the readable hardware depth stencil texture, as it is only usable in light pre-pass rendering. 14 лет назад
  Lasse Öörni d607c59137 Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.) 14 лет назад
  Lasse Öörni 21c8926da3 Fixed OpenGL light prepass capability detection. 14 лет назад
  Lasse Öörni 9c40326a8c Pack linear depth to RGBA manually to comply with FBO specification. 14 лет назад
  Lasse Öörni 486867cb6c Added back the "view texture" feature to prevent the final rendertarget being possibly sampled during light pre-pass rendering. 14 лет назад
  Lasse Öörni c27ab40f7f Check needed OpenGL extensions more carefully. 14 лет назад
  Lasse Öörni f9bfd4948f Shader refactoring. 14 лет назад
  Lasse Öörni fbdd44c3b8 Fixed comments. 14 лет назад
  Lasse Öörni 90596a064a Use a memory pool in OGLGraphics for discard lock buffers. 14 лет назад
  Lasse Öörni 0bf24ed126 Fixed index double buffer resize. 14 лет назад
  Lasse Öörni 9b1efd6a8f Use double buffering to simulate LOCK_DISCARD behavior on OpenGL to avoid GPU stall. 14 лет назад
  Lasse Öörni 2f74622427 Converted DebugGeometry to use a vertex buffer instead of using immediate rendering. 14 лет назад
  Lasse Öörni 0e84c54306 Added shader parameter register count information in the D3D shader file format. 14 лет назад
  Lasse Öörni fd06d3cf4a Fixed component ID overwrite when copy-pasting scene nodes in the editor. 14 лет назад
  Lasse Öörni 80a6948b22 Large rendering architecture refactoring. 14 лет назад
  Lasse Öörni 7e00d6aa1d Removed PortAudio from Direct3D9 build, as it is not used. 14 лет назад
  Lasse Öörni fe495f6bcc Added deferred fallback mode, which renders the G-buffer in 2 passes. 14 лет назад
  Lasse Öörni 292ebed51f Added initial fallback mode (no MRT, no hardware shadows.) 14 лет назад
  Lasse Öörni 91500591c3 Reverted the previous shader parameter query optimization. Instead, added possibility to rehash a hashmap/hashset manually to a specified bucket count. 14 лет назад
  Lasse Öörni 0e337f493d Optimized checking whether shader parameters need updating. 14 лет назад
  Lasse Öörni a89cb22161 Replaced edge filtering with temporal antialiasing with ghosting prevention. 14 лет назад
  Lasse Öörni 40c8306691 Added triple buffering option. On OpenGL it is a no-op. 14 лет назад
  Lasse Öörni da685e99de Ported optimizations and code cleanup from the prepass-branch. 14 лет назад