Historique des commits

Auteur SHA1 Message Date
  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. il y a 12 ans
  Lasse Öörni ad0d869c51 Cleaned up commented out code. il y a 12 ans
  Lasse Öörni 4c2842967e Allow configuring the minimum instances per batch group to actually render as instanced. il y a 12 ans
  Lasse Öörni 2e1982ee03 Store the changed geometry type to the batch in case instancing is rejected. il y a 12 ans
  Lasse Öörni 26402a255a Renamed Camera::GetInverseWorldTransform() to Camera::GetView() as world transform includes scale, but camera view matrix should be unaffected by it. il y a 12 ans
  Lasse Öörni 8b28c12ae6 Added instancing to the OpenGL renderer, requires the ARB_instanced_arrays extension. il y a 12 ans
  Lasse Öörni de3997dcfd Send events for view update begin/end and view render begin/end. il y a 12 ans
  Lasse Öörni 4e1e1f9ce6 Converted static const String arrays to const char* arrays where applicable. il y a 12 ans
  Lasse Öörni 8b6189090f Prevent log spam if a postprocess shader is not found. il y a 12 ans
  Lasse Öörni 8f5623d9bb Renamed RenderPath::LoadParameters() to Load() and ParticleEmitter::LoadParameters() to SetParameters() as LoadParameters() is used in other classes to denote loading of optional parameters, not the main asset itself. il y a 12 ans
  Lasse Öörni 6b6ab3da74 Fixed sRGB flag in renderpath RT definitions not being taken into account. il y a 13 ans
  Lasse Öörni b4599e046d Hardware sRGB texture support. OpenGL sRGB framebuffer writing implementation still missing. il y a 13 ans
  Lasse Öörni 8461f151d5 Removed redundant comment. il y a 13 ans
  Lasse Öörni 0762154240 Fixed shadows when not reusing shadowmaps (missing call to ResetShadowMapAllocations()). il y a 13 ans
  Lasse Öörni 75a8823705 Use default zone's fog color to fill background when no viewports. il y a 13 ans
  Lasse Öörni b2645460ef Refactored view queuing in Renderer. il y a 13 ans
  Lasse Öörni 1ebe4deabd Load shaders per pass when first needed, not to every pass at once. il y a 13 ans
  Lasse Öörni 93af33e866 Explicitly set screen buffer filtermode. il y a 13 ans
  Lasse Öörni a3d5534fd3 Fixed wrong resource reference to the default renderpaths. il y a 13 ans
  Lasse Öörni c0d669ede3 Simplified renderpath depth stencil management, by ensuring that Renderer does not allocate multiple depth buffers of the same size. il y a 13 ans
  Lasse Öörni 2a4fbcdf54 Removed the old postprocess system. Instead renderpath fragments can be appended. il y a 13 ans
  Lasse Öörni a40fead7dc Updated license for the new year. il y a 13 ans
  Lasse Öörni ffe65cf885 Transition to xml-defined rendering path. Pass names changed. Likely caused a large number of regressions to postprocessing, texture rendering & multisampling, which need to be sorted out. The renderpath feature also needs to be documented. il y a 13 ans
  Lasse Öörni ec07e6c524 Started work toward renderpath programmability. il y a 13 ans
  Lasse Öörni d0bda4885a Load shaders for all passes regardless of render mode. The actual shader programs will not be compiled/created until actually used. il y a 13 ans
  Lasse Öörni 1ce5a632bd Removed the PassType enum in favor of hashed pass names, to prepare for freeform/redefinable render pipeline. il y a 13 ans
  Lasse Öörni 2ae05de8ca Added elapsed time accumulation to Scene. il y a 13 ans
  Lasse Öörni 7d8558a51f Applied massive patch from weitjong. il y a 13 ans
  Lasse Öörni 7c61b098bf Fixed forward lit spotlight shadows on OpenGL. il y a 13 ans
  Lasse Öörni e0e9487721 Fixed undefined behaviour in Light on iOS/Android. Fixed unused variable issues. il y a 13 ans