Commit History

作者 SHA1 備註 提交日期
  Lasse Öörni 83e3772a34 Halve default VSM softness. Scale VSM blurring to shadow resolution, so that low resolutions don't receive too much blur. Note: when using VSM, you should set all your large surfaces (such as floors or terrains) to cast shadows. Otherwise shadows will be unnaturally thin. The Urho builtin samples don't do this to avoid artifacts on mobiles where VSM can't be used, and the bias is tricky to get right. 9 年之前
  Lasse Öörni 97bb1769d0 Rework renderpath quad commands to use same quad transform as deferred directional lights, with the camera projection set correctly. Set quad command's shader parameters last to allow overriding any engine shader parameter (except the quad's model transform.) Remove unused function parameters. Closes #1370. 9 年之前
  Lasse Öörni ed8740428c Remove cCameraRot uniform. Instead derive from cViewInv as necessary. Closes #1163. 9 年之前
  Lasse Öörni 0c10106cd8 Dummy implementation for D3D9 Texture2DArray. Texture2DArray Lua bindings. 9 年之前
  Lasse Öörni 55d1d82784 Improved occluder sorting contributed by Enhex. Closes #1305. 9 年之前
  reattiva e253afe756 Fixed D3D9 build. 9 年之前
  reattiva 88d403b9b8 Added Texture2DArray. 9 年之前
  urho3d-travis-ci c4f6f315ff Travis CI: bump copyright to 2016. 10 年之前
  Lasse Öörni ca3f3ced4f Prefer to use camera's EffectiveWorldTransform for view inverse to avoid double inversing. 10 年之前
  Nick Royer 360328d2d1 Added inverse view matrix 10 年之前
  Xavier Maupeu dbcfc9721e merge VSM shadow 10 年之前
  Lasse Öörni 2b25100ef6 Fix writing to the inverse size uniforms as if they were Vector4's. Closes #1087. 10 年之前
  Xavier Maupeu fc41f4bfa6 fix bug with simple shadow and pcf shadow in direct3d9 10 年之前
  Xavier Maupeu 45aa12c496 VSM shadow map can be blurred 10 年之前
  Xavier Maupeu 0567cbeaf4 remove shadow bias for vsm 10 年之前
  Xavier Maupeu 78a85ff2c6 simple VSM is working 10 年之前
  Lasse Öörni 60d946eb64 Option to enable threaded occlusion rendering. May actually result in worse performance, so disabled by default. Report number of rendered occluders accurately (taking into account occluders rejected by being occluded themselves, or by running out of triangles.) Closes #970. 10 年之前
  Lasse Öörni b616aa6272 Merge remote-tracking branch '1vanK/master' 10 年之前
  Lasse Öörni 48c600711a Fix wrong boolean check for determining what viewport read/write operations are used by the renderpath. Closes #974. 10 年之前
  Ivan K db15f0358e PROFILE -> URHO3D_PROFILE 10 年之前
  Lasse Öörni 9bd1a02655 Copy the nostencil flag correctly from the source view. 10 年之前
  Lasse Öörni 5161060d5b Allow to define a culling camera for Viewport. When defined, multiple views can share the same culling and other view preparations, reducing CPU use. 10 年之前
  Jukka Jylänki fbd07ac39c Remove BoundingBox::defined_ boolean and instead have min = INF and max = -INF denote the case when a bounding box is degenerate. This helps reduce branching and SSE'ifying BoundingBox. SSE optimize some hot BoundingBox functions. 10 年之前
  Lasse Öörni 7c5e441e89 Fixed Graphics::ResolveToTexture() to support less than full screen viewport on D3D11. Fixed missing release of source texture in failure case with a multisampled screenshot. Closes #882. 10 年之前
  Lasse Öörni 87e882e261 Fix Graphics::ResolveToTexture() erroneously reading current rendertarget instead of backbuffer on D3D11. Work around less-than-fullscreen viewport not resolving properly on D3D11. 10 年之前
  Lasse Öörni 0a6a8a9de6 Allow the application to get access to a View's occlusion buffer for debug visualization. Clear occlusion buffer to farclip Z value instead of maximum (0x7fffffff) 10 年之前
  Lasse Öörni 6f8ed55c0a Fix the Depth shader on D3D11. Simplify View code to determine whether a substitute RT for the backbuffer is needed. Fix having to render the hardware depth stencil twice in the ForwardDepth renderpath. 10 年之前
  Yao Wei Tjong 姚伟忠 fa77a456f8 Reformat Urho3D source files to get rid of the indents on empty lines. 10 年之前
  Lasse Öörni bb17ef1570 Blit to backbuffer before debug geometry if used resolve from backbuffer to acquire the scene initially for postprocessing. Closes #741. 10 年之前
  Lasse Öörni d090b0be56 Added blendmode to renderpath commands (only used by QUAD commands.) 10 年之前