Lasse Öörni
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9fc3d48c12
Changed Viewport to be a reference-counted object.
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14 years ago |
Lasse Öörni
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bf8d7a53ca
Fixed missing framebuffer blit in OpenGL mode when postprocesses exist but are disabled.
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14 years ago |
Lasse Öörni
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f437a1ec04
Implemented OpenGL multisampled backbuffer resolve.
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14 years ago |
Lasse Öörni
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5541fc9d87
Resolve multisampled backbuffer for postprocessing. Not yet implemented on OpenGL.
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14 years ago |
Lasse Öörni
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d76c21c4f2
Fixed postprocess rendertarget allocation divisor mode to use the viewport size, not the whole rendertarget.
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14 years ago |
Lasse Öörni
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55ce257a9c
Initial postprocessing implementation. Reimplemented the FXAA edge filter using it.
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14 years ago |
Lasse Öörni
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8968ce2609
Clamp light color to positive, as the result of negative color is erratic and depends on blend mode.
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14 years ago |
Lasse Öörni
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1f45d256f4
Time-based removal of unused occlusion and screen buffers.
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14 years ago |
Lasse Öörni
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907c1670e3
Removed the G-buffer size restriction. A G-buffer matching the dimensions of the rendertarget will be allocated on demand.
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14 years ago |
Lasse Öörni
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75beda5f3a
Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable.
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14 years ago |
Lasse Öörni
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3e2f8e72c8
Comment cleanup.
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14 years ago |
Lasse Öörni
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2b553167b9
Fixed OpenGL rendering.
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14 years ago |
Lasse Öörni
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75096fe6f9
Refactored screen-size rendertarget allocation in preparation for postprocessing.
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14 years ago |
Lasse Öörni
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194e0f567c
Fixed shader parameter overwrite with non-shadowed spot lights.
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14 years ago |
Lasse Öörni
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7f2f278c58
Added Scene::Instantiate() & Scene::InstantiateXML(), which load a partial scene from binary or XML.
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14 years ago |
Lasse Öörni
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35c21f06d7
Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably.
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14 years ago |
Lasse Öörni
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8fcba14bfb
Disable light buffer optimization if opaque objects with zero lightmask exist.
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14 years ago |
Lasse Öörni
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bea4a7d9f6
Use replace blend mode for the first light volume, and skip light buffer clear if applicable.
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14 years ago |
Lasse Öörni
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ff3f24017d
For slight optimization, use a stenciled fullscreen quad to clear the rendertarget in light pre-pass mode.
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14 years ago |
Lasse Öörni
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51cf76b99a
Renamed SetLinkedDepthBuffer() -> SetLinkedDepthStencil().
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14 years ago |
Lasse Öörni
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8c14956ebe
Documentation update.
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14 years ago |
Lasse Öörni
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dec13dac7a
Draw render-to-texture views upside down on OpenGL so that they match the UV coordinates of regular textures.
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14 years ago |
Lasse Öörni
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c334b471e0
Exposed texture formats to script.
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14 years ago |
Lasse Öörni
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5dd9673112
Moved debug geometry rendering before possible framebuffer blit so that it will be properly depth tested in all cases.
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14 years ago |
Lasse Öörni
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b7c0187bae
Code cleanup.
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14 years ago |
Lasse Öörni
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b2fae0ccb4
Added FXAA edge filter.
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14 years ago |
Lasse Öörni
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6b94f902c7
Better check for whether vertex lights have been processed.
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14 years ago |
Lasse Öörni
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d53e808ece
Fixed double-lighting bug in light pre-pass mode.
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14 years ago |
Lasse Öörni
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e4ab3b3b1f
Fixed UI not being rendered correctly if multiple 3D viewports active.
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14 years ago |
Lasse Öörni
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c4e569879d
Restored the optional lit base pass optimization, but with the limitation of no ambient gradient.
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14 years ago |