История коммитов

Автор SHA1 Сообщение Дата
  Lasse Öörni ad7b7451b4 As latest SDL was found to be non-threadsafe in practice, removed the StaticMutex and the OBJECTTYPESTATIC constructs which were added to support multi-context use within a single process. 12 лет назад
  Lasse Öörni 4e1e1f9ce6 Converted static const String arrays to const char* arrays where applicable. 12 лет назад
  Lasse Öörni 5160610e25 Refactored freely rotating / scaling UIElements into a separate Sprite class; removed rotation from the base class as it would not work correctly with element hierarchies in most cases. 13 лет назад
  Lasse Öörni 55681dc55a Applied patch from weitjong. 13 лет назад
  Lasse Öörni 1ebe4deabd Load shaders per pass when first needed, not to every pass at once. 13 лет назад
  Lasse Öörni a40fead7dc Updated license for the new year. 13 лет назад
  Lasse Öörni 1ce5a632bd Removed the PassType enum in favor of hashed pass names, to prepare for freeform/redefinable render pipeline. 13 лет назад
  Lasse Öörni 88aaa46465 Corrected formatting issues. License.txt & Readme.txt encoded as UTF-8, source code uses ASCII encoding. 13 лет назад
  Lasse Öörni f0b6d55b28 Enclosed Urho3D classes inside Urho3D namespace to avoid clashes with external libraries. 13 лет назад
  Lasse Öörni b35fed22ce Fixed erroneous capitalization. 13 лет назад
  Lasse Öörni 5d55c0959d Re-added the alpha masking hint to give priority to fully opaque materials. 13 лет назад
  Lasse Öörni c3f75ee181 Removed alpha test, as it is deprecated in modern graphics API's. Instead implemented in the pixel shader. 13 лет назад
  Lasse Öörni 7ea084bc4b Added missing DebugNew.h includes. 13 лет назад
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 лет назад
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. 14 лет назад
  Lasse Öörni 510c606b3d Removed the redundant GetString() functions from XMLElement. 14 лет назад
  Lasse Öörni 95a8c8bfa7 Added overloads to Variant & XMLElement that take char pointers. 14 лет назад
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. 14 лет назад
  Lasse Öörni f9bfd4948f Shader refactoring. 14 лет назад
  Lasse Öörni b90ceaf4d1 Initial preparation for light pre-pass rendering. 14 лет назад
  Lasse Öörni 7be9585861 Fixed erroneous use of local axis movement when more than one node selected. 14 лет назад
  Lasse Öörni aec8534665 Fixed resource dump display. 14 лет назад
  Lasse Öörni 589c0ee141 Expanded the lit base pass optimization to cover also the first spot or point light affecting a drawable. 14 лет назад
  Lasse Öörni 80a6948b22 Large rendering architecture refactoring. 14 лет назад
  Lasse Öörni fe495f6bcc Added deferred fallback mode, which renders the G-buffer in 2 passes. 14 лет назад
  Lasse Öörni 80aee649df Re-enabled lit base pass optimization, with more careful checks to ensure proper rendering order. 14 лет назад
  Lasse Öörni 40c8306691 Added triple buffering option. On OpenGL it is a no-op. 14 лет назад
  Lasse Öörni f0ecda9785 Fixed numerical stability in Quaternion matrix constructor. 14 лет назад
  Lasse Öörni af2b4311dc Function name unification and cleanup. ChildElement -> Child. RootElement -> Root. ScriptedChildren -> ChildrenWithScript. 14 лет назад
  Lasse Öörni 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. 14 лет назад