Историја ревизија

Аутор SHA1 Порука Датум
  Lasse Öörni 8a52455faa Added shadow mask feature, which allows selective shadow casting by different lights. пре 14 година
  Lasse Öörni 0da41425b5 Fixed debug mode assert. пре 14 година
  Lasse Öörni 8a57a3ee18 Threaded ray query. пре 14 година
  Lasse Öörni 950e37beb1 Refactored raycast query handling in preparation to threading it. пре 14 година
  Lasse Öörni b204b2031d Removed directional light shadowcaster occlusion for potentially taking much CPU time for relatively little gain, and/or being inaccurate. пре 14 година
  Lasse Öörni f3b5dae787 Threaded occlusion check for the main view. пре 14 година
  Lasse Öörni db5fbec28f Get main view zones, occluders, lights and geometries using one octree query. пре 14 година
  Lasse Öörni d958692faf Further work item building optimizations. пре 14 година
  Lasse Öörni 714414a755 Code cleanup and work item building optimization in Octree & View. пре 14 година
  Lasse Öörni 6b504a0b21 Refactored occlusion buffer allocation to be thread-safe. Thread queries for directional shadowed lights as well. пре 14 година
  Lasse Öörni 7df7b2eaac Profiling blocks cleanup. пре 14 година
  Lasse Öörni cccb072a3d Threaded light queries. пре 14 година
  Lasse Öörni d29885dd9f Clamp max. amount of worker threads. пре 14 година
  Lasse Öörni 9e7295d666 Threaded batch sorting. пре 14 година
  Lasse Öörni aadc22f05a Changed WorkItem to a value type to make it easier to construct work queue tasks. пре 14 година
  Lasse Öörni f843523ee8 Removed the start/stop mechanism from WorkQueue. пре 14 година
  Lasse Öörni f5bb9e5487 Work queue & octree reinsertion optimizations. пре 14 година
  Lasse Öörni f9d04676f8 Queue octree updates & reinsertions in a PODVector instead of a HashSet. пре 14 година
  Lasse Öörni 721885ba4a Divide geometry updates explicitly into main thread, worker threads, and none. пре 14 година
  Lasse Öörni c8089b1687 Initial work queue & multithreading support. пре 14 година
  Lasse Öörni 62e5541039 Removed the duplicate FrameInfo structure for shadow rendering as unnecessary. пре 14 година
  Lasse Öörni 353270e6c7 UpdateDistance() / UpdateGeometry() refactoring. LOD levels are calculated in UpdateDistance(), while UpdateGeometry() is strictly used for preparing GPU resources, and is called after culling and preparing batches. пре 14 година
  Lasse Öörni 7e4bc727b4 Cleaned up Batch & instancing code. BatchGroup inherits from Batch to reduce unnecessary copying of values. пре 14 година
  Lasse Öörni 35e58c42f9 Added select/deselect all in the editor. пре 14 година
  Lasse Öörni 58eb27c25c Further fix for not rendering unnecessary shadow casters. пре 14 година
  Lasse Öörni d1ca0fd6cc Do not render unnecessary directional light shadow map splits. пре 14 година
  Lasse Öörni 9c7908ca82 Do not show unused rendering passes in profiling. пре 14 година
  Lasse Öörni 9d077e78a8 Code cleanup. пре 14 година
  Lasse Öörni bdc29caebd Reverted to AngelScript 2.21.1 because of crash with VariantMap. пре 14 година
  Lasse Öörni 2fc9d75b9a Rewritten zone query handling. пре 14 година