История коммитов

Автор SHA1 Сообщение Дата
  Lasse Öörni 0c4466d3f3 Optimized away going through renderpath commands just to find the litbase-flag. 12 лет назад
  Lasse Öörni 809efdb4c6 Added the concept of persistent target in renderpath, which are not mixed in the rendertarget pool with other textures of same size & format. Used for the AutoExposure previous frame luminance. 12 лет назад
  Lasse Öörni f0501cbeae Fixed Blur postprocess effect XML. Fixed View spamming the log with attempts to get an empty quad shader after failing to get the proper shaders once. 12 лет назад
  Lasse Öörni 45003707c0 Fixed substituteRenderTarget_ possibly being uninitialized. 12 лет назад
  Lasse Öörni dc5f4a1834 Merge branch 'master' into shader-refactor 12 лет назад
  Lasse Öörni 0610520768 Quads that don't read the viewport should not begin the pingpong chain. Fixes #167. 12 лет назад
  Lasse Öörni c3c177525d Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166. 12 лет назад
  Lasse Öörni 3e14caf89e Load/save cached binary HLSL shaders. Report SM3 supported on OpenGL to simplify code. 12 лет назад
  Lasse Öörni 782c3ac54e Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166. 12 лет назад
  Lasse Öörni db713bdba2 Avoid string allocations during View::Define() and Renderer::GetShader(). 12 лет назад
  Lasse Öörni 07f06563bc Optimized Renderer::GetShader() so that caching shader variation pointers becomes unnecessary for the most part. 12 лет назад
  Lasse Öörni ea334e4393 Merge branch 'master' into shader-refactor 12 лет назад
  Lasse Öörni 6d5ddc23e0 Bump the copyright for 2014. 12 лет назад
  Lasse Öörni e0f391b0fc Started shader refactoring. 12 лет назад
  Lasse Öörni c6b906a822 Distinguish between cube/3D textures in renderpath commands by the texture unit. 12 лет назад
  primitivewaste d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 лет назад
  Lasse Öörni d723bef62b On OpenGL ES 2.0, create depth renderbuffers in explicit GL_DEPTH_COMPONENT16 format, as GL_DEPTH_COMPONENT is unsupported on some devices. Possibly a fix for #140. 12 лет назад
  Lasse Öörni 030f890ed5 Further fixes and optimizations to View render target pingpong handling. Update Material memory use when modified programmatically. 12 лет назад
  Lasse Öörni 3718b3dc29 Set currentRenderTarget for safety in case the renderpath has no commands. 12 лет назад
  Lasse Öörni 4aeeefdd38 Safety check to skip renderpath commands with no output names, could cause out-of-bounds indexing. 12 лет назад
  Lasse Öörni 30455bfba2 Rewrote viewport resolve / pingpong logic in View. Optimizes away unnecessary framebuffer copies and fixes #138. 12 лет назад
  Lasse Öörni cadb503976 Added transform by matrix functions to Plane. Added camera clipping plane support. Added basic reflective+refractive water shader + material. 12 лет назад
  Lasse Öörni f9a6235f47 Added "refract" pass to default renderpaths. This has the rendered scene so far (opaque + sky) available in the environment texture unit. 12 лет назад
  Lasse Öörni 7636bd6310 Fixed depth getting unnecessarily reset when ping-ponging rendertargets for a pass that both reads & writes the scene viewport. 12 лет назад
  Lasse Öörni 79eac917be Fixed distance update for Drawables for draw distance & shadow draw distance checks. Closes #56. 12 лет назад
  Lasse Öörni 40c7c0f7af Initialize geometry type of light volume batches. 12 лет назад
  Lasse Öörni 168b69c09d Added StaticObjectGroup component for optimizing culling, light and drawcall processing. Update HugeObjectCount to use it. Not yet exposed to script. 12 лет назад
  Lasse Öörni c20257cdf7 Merged the shaderData_ and worldTransform_ members of Batch & SourceBatch. The idea is that a batch can define multiple world transforms. For static geometry this means instance transforms. For skinned geometry they are bone transforms instead. 12 лет назад
  Lasse Öörni 311b66f859 Invert also quad projection when camera is inverted. 12 лет назад
  Lasse Öörni 0f5456d35e Avoid unnecessary rendertarget blitting in OpenGL light prepass mode. 12 лет назад