Lasse Öörni
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a19eead144
Fix non-desktop graphics builds.
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10 years ago |
Lasse Öörni
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318a3db786
Merge branch 'renderpath-cubemap'
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10 years ago |
Lasse Öörni
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c1e2d51338
Fix readable HW depth rendering on D3D11. Do not allocate a dummy color rendertarget for depth-only rendering unnecessarily on D3D11.
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10 years ago |
Lasse Öörni
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0298740da2
Fix wrong viewport being used in depth-only rendering. Do not setup rendertarget & depth stencil for debug geometry rendering, if nothing to render.
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10 years ago |
Lasse Öörni
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9f044cb1fa
Refactor FindNamedTexture() so that programmatically stored cubemap textures without a proper file extension can be used for texture binding in the renderpath. Expose GetExistingResource() to script.
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10 years ago |
Lasse Öörni
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03c517ebda
Fix out of bounds array access related to RenderPathCommand outputs. Changed to store name and face within a pair. Added missing render path-related script bindings.
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10 years ago |
Lasse Öörni
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0bf8877d1e
Fix D3D build.
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10 years ago |
Lasse Öörni
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a8bf39ca7e
Remove redundant check.
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10 years ago |
Lasse Öörni
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15f338b3c0
Allow RenderPath to define cube map rendertargets. Allow RenderPath to refer to rendertargets created programmatically and stored as named manual resources.
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10 years ago |
Lasse Öörni
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97fb2638db
Add fill mode to materials.
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10 years ago |
Lasse Öörni
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596c32345e
Force extra screen buffers to RGBA only on OpenGL 2.
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10 years ago |
Lasse Öörni
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b8c7c59eca
Configure amount of allowed bones for hardware skinning based on the rendering API. Allow 128 bones on Direct3D 11 & OpenGL 3. Add -mb (maxbones) parameter to AssetImporter & OgreImporter. When using OpenGL 3, allow deferred rendering to use different MRT formats without forcing an RGBA substitute rendertarget.
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10 years ago |
Lasse Öörni
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bd8f455e15
Minor code formatting.
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10 years ago |
Lasse Öörni
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f450d0c3b4
Reuse constant buffer object number when resizing. Do not mark light queue to shadow batches, as it is unnecessary and could lead to shader parameter update bugs (requires further refactoring to prevent in the Graphics class.)
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10 years ago |
Lasse Öörni
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a0a1d13109
Do pass queue lookup only once when executing the scene pass command.
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10 years ago |
Lasse Öörni
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918d299450
Minor optimization of Drawable::MarkInView(): resize once instead of clear and push.
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10 years ago |
Lasse Öörni
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6c3b8078f6
Split GetBatches() into sub-functions to aid in profiling. Minor optimization of View::GetTechnique() when using the default material.
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10 years ago |
Lasse Öörni
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e2afa34bb7
Refactor Technique to not use HashTable for passes, but instead a vector with dynamically allocated pass indices. HashTable class removed as there were no other uses for it, and it was programmer-unfriendly compared to HashMap.
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10 years ago |
Lasse Öörni
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db62248def
Only collect the shadow caster projection space merged bounding box when necessary (focused spot lights.)
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10 years ago |
Lasse Öörni
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c833b34b7a
Remove Graphics::SetDrawAntialiased() as it does not help the situation it was created for (blurred UI rendering on Nvidia 16x multisampling on OpenGL) and it cannot be implemented on D3D11.
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10 years ago |
Lasse Öörni
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988f1fdc33
Merge branch 'master' into render-refactor
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10 years ago |
Lasse Öörni
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17cf79ab82
D3D11 rendertarget and initial shadow (directional & spot light) support. Fix creating too many rasterizer states for depth bias by quantizing. Fix crash on exit if states failed to create.
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10 years ago |
Lasse Öörni
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3feb6875fd
Do not redirect final quad rendering to the backbuffer on OpenGL after rendertarget ping-ponging. Fixes #674.
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10 years ago |
Lasse Öörni
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9f129ecd51
Merge branch 'master' into render-refactor
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10 years ago |
Lasse Öörni
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9a98779ae9
Remove StreamFrequency related functions from Graphics public API as unnecessary.
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10 years ago |
Lasse Öörni
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51c80107e9
Removed debug log prints from OGLGraphics.cpp. Fixed build warnings.
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10 years ago |
Lasse Öörni
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88080dad31
Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function.
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10 years ago |
Lasse Öörni
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87338ce74c
Minor optimization of GetLitBatches() by calculating only once if the light has a negative color.
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10 years ago |
Lasse Öörni
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21d7883455
Optimize and clean up base batch / vertex light batch processing. Fix light limiting not taking point light's effective intensity into account properly.
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10 years ago |
Lasse Öörni
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41b2bd749a
Reorder Drawable member variables and combine functions that are called when a Drawable is marked visible for slight performance gain. Remove hardcoded check for SkyBox for whether to not include a drawable in shadow focusing calculations, and instead check for a huge bounding box.
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10 years ago |