Commit History

Author SHA1 Message Date
  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 cbe84013ad Code cleanup in Renderer::Update(). 14 years ago
  Lasse Öörni 51cf76b99a Renamed SetLinkedDepthBuffer() -> SetLinkedDepthStencil(). 14 years ago
  Lasse Öörni 8c14956ebe Documentation update. 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 b2fae0ccb4 Added FXAA edge filter. 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 80da6c449f Fixed light prepass orthographic mode. 14 years ago
  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 years ago
  Lasse Öörni d607c59137 Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.) 14 years ago
  Lasse Öörni c27ab40f7f Check needed OpenGL extensions more carefully. 14 years ago
  Lasse Öörni 4beeb72cd2 Disregard normals in billboard vertex lighting. 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 2d8e33949a Fixed SM2 fallback mode light pre-pass rendering. 14 years ago
  Lasse Öörni c0d05666f8 Initial light volume rendering. 14 years ago
  Lasse Öörni fefa7bf6cd Initial light pre-pass rendering. Lighting not rendered yet. 14 years ago
  Lasse Öörni b90ceaf4d1 Initial preparation for light pre-pass rendering. 14 years ago
  Lasse Öörni fbdd44c3b8 Fixed comments. 14 years ago
  Lasse Öörni a69b8b7568 Fixed vertex lighting shader variation names. 14 years ago
  Lasse Öörni a51afb0631 Initial vertex lighting support. 14 years ago
  Lasse Öörni 4c3be1f600 Added List::Resize(). 14 years ago
  Lasse Öörni b068022660 Use function pointers directly for preparing AngelScript context. 14 years ago
  Lasse Öörni 8a57a3ee18 Threaded ray query. 14 years ago
  Lasse Öörni b204b2031d Removed directional light shadowcaster occlusion for potentially taking much CPU time for relatively little gain, and/or being inaccurate. 14 years ago
  Lasse Öörni 6b504a0b21 Refactored occlusion buffer allocation to be thread-safe. Thread queries for directional shadowed lights as well. 14 years ago
  Lasse Öörni cccb072a3d Threaded light queries. 14 years ago
  Lasse Öörni c8089b1687 Initial work queue & multithreading support. 14 years ago
  Lasse Öörni 0be37e8495 Shader refactoring. Forward shader split to Ambient, BlinnPhong, Unlit & Volumetric. 14 years ago
  Lasse Öörni 7e4bc727b4 Cleaned up Batch & instancing code. BatchGroup inherits from Batch to reduce unnecessary copying of values. 14 years ago