Commit Verlauf

Autor SHA1 Nachricht Datum
  Lasse Öörni 3bec77f823 More descriptive profiler block names. vor 13 Jahren
  Lasse Öörni df4cd6214d Ensure existence of default material by dynamically creating it if necessary. vor 13 Jahren
  Lasse Öörni 19f604d105 Removed unnecessary if statement. vor 13 Jahren
  Lasse Öörni 79a59c2e72 Moved the lit base pass check earlier for improved forward rendering performance with large object count. vor 13 Jahren
  Lasse Öörni 50653416da Reverted earlier shadow split refactoring due to unnecessary shadowcasters being rendered. vor 13 Jahren
  Lasse Öörni 00522a44a7 Optimized GetBatch() in StaticModel & AnimatedModel by caching the current LOD geometries into a flat array. vor 13 Jahren
  Lasse Öörni 504ffaa93d Code cleanup. vor 13 Jahren
  Lasse Öörni 91f6f87472 Explicitly mark changed nodes to avoid going through the whole scene in PrepareNetworkUpdate(). vor 13 Jahren
  Lasse Öörni 9635059778 Sort light and shadow batches as separate work items to optimize for large object count. vor 13 Jahren
  Lasse Öörni ee39c40667 Fixed crash when point light shadow query was incorrectly threaded. vor 13 Jahren
  Lasse Öörni 0380c2d403 Moved a compare outside the OctreeQuery inner loop. vor 13 Jahren
  Lasse Öörni 2bde036977 Moved drawable iteration inside the OctreeQuery virtual function. vor 13 Jahren
  Lasse Öörni 0937a62115 Octree query micro-optimizations. vor 13 Jahren
  Lasse Öörni 5d069ec2a1 Process the first shadow map split without going through the work queue. vor 13 Jahren
  Lasse Öörni 8d30afc776 Process multiple shadow splits as threaded work items. vor 13 Jahren
  Lasse Öörni c710fb4ef6 Further optimization of network updates. Use a HashMap to store replicated and local nodes and components separately. Query depended on scene nodes only once per network frame, not per user. Cache the network attribute infos to Serializable. vor 13 Jahren
  Lasse Öörni 139ef6d6e2 Removed the light to light queue map. Instead store the light queue pointer directly to the light. vor 14 Jahren
  Lasse Öörni 97142c1db1 Eliminated n^2 algorithms from event subscribing and octree updates. vor 14 Jahren
  Lasse Öörni 66f3fd4097 Added function to get API-independent projection matrix. vor 14 Jahren
  Lasse Öörni 265d59dfb0 Use occlusion for coarse culling of octants before testing drawable occlusion in worker threads. vor 14 Jahren
  Lasse Öörni 6c1536627e Refactor of the OctreeQuery class. Use a separate subclass for shadowcaster-only queries. vor 14 Jahren
  Lasse Öörni fec5d379fd Re-added camera frustum & projection matrix caching. vor 14 Jahren
  Lasse Öörni dd28073cfc Optimized shadowed point light shadowcaster queries. vor 14 Jahren
  Lasse Öörni 0804e9d4ec Sort drawable's lights only if necessary (over the maximum light count.) vor 14 Jahren
  Lasse Öörni cc51e1a40c Reverted code which was only needed when SetDepthStencil() committed the FBO changes. vor 14 Jahren
  Lasse Öörni f83b968576 To reduce Linux / NVIDIA performance issues, use another FBO for shadow rendering. Commit FBO changes only at SetDepthStencil(). vor 14 Jahren
  Lasse Öörni 3eecd9cfb4 Fixed comments. vor 14 Jahren
  Lasse Öörni 06216dabeb Minor code cleanup. vor 14 Jahren
  Lasse Öörni 27b0731482 Optimize forward rendering screen clear similarly as light pre-prepass / deferred. vor 14 Jahren
  Lasse Öörni 0b7e840a30 Restored fullscreen quad method for deferred screen clear for some FPS gain. vor 14 Jahren