Commit History

Author SHA1 Message Date
  aster2013 ae33830dd2 rename DRAWABLE_PROXYGEOMETRY DRAWABLE_RENDERER2D 11 years ago
  Lasse Öörni a5049d423f Avoid looping through geometries just before render just to find out their geometry update type. Removed the now unnecessary shadowGeometries_ vector. Thanks to OvermindDL1 for bringing this to attention. 11 years ago
  Lasse Öörni 943a2c348b Added mechanism to limit material techniques on desktop hardware. Closes #516. 11 years ago
  Lasse Öörni 59d48c1a43 Allow to momentarily disable multisample antialiasing. Used for UI and fullscreen quad rendering. 11 years ago
  Lasse Öörni c92dc4ecf4 Fix crash with sceneless renderpath. Closes #482. 11 years ago
  Yao Wei Tjong 姚伟忠 f943bb4faa Unwarn patch for AppleClang. A few warnings were indeed coding error. 11 years ago
  Lasse Öörni 4096cc9006 Ensure that when rendering on OpenGL to a texture, the debug geometry is drawn properly in respect to projection matrix flipping. Improve OpenGL debug geometry rendering by rendering it to the intermediate buffer if one exists, so that depth values from the buffer can be correctly used. 11 years ago
  Lasse Öörni 7f4b8e5b35 Allow controlling per-viewport if debug geometry should be rendered, instead of hardcoding to just backbuffer views. 11 years ago
  Lasse Öörni ad737e0d6e Documentation for background resource loading. Expanded Scene::LoadAsync() to either background load resources only, load scene + resources synchronously, or background load resources first, then load the scene. Closes #406. 11 years ago
  Lasse Öörni bf6a054ac4 Use ordinary DRAWABLE_GEOMETRY flag on 2D drawables so that they can be raycasted against. Use a DRAWABLE_PROXYGEOMETRY flag on DrawableProxy2D so that it won't show up in normal raycasts or octree queries. Fixes #345. 11 years ago
  Lasse Öörni c0aa80ea3b Check also for MRT rendering without deferred rendering for whether needs a substitute rendertarget with a viewport smaller than the screen. 11 years ago
  Lasse Öörni 981b5bcac4 Use viewport sized intermediate rendertargets so that pixels outside the viewport never leak into post-processing. Added viewport multiplier mode to renderpath definition. Closes #265. 11 years ago
  Lasse Öörni 56e0aad21d Minor rendering code cleanup. Added Plane::Project(). 11 years ago
  Lasse Öörni 76d5ffdcf8 On OS X + Intel, use dummy color textures for shadow maps to work around a driver bug. Fixes #225. 11 years ago
  Lasse Öörni 9066f6873d Merge remote-tracking branch 'remotes/origin/transformspace' 11 years ago
  Yao Wei Tjong 姚伟忠 a5e6ef597a Fix wrong compiler definition prefix. 11 years ago
  Lasse Öörni c8fe21f06a Revert "Fixes to sceneless renderpath on OpenGL." to fix crash on minimize on Android. 11 years ago
  Yao Wei Tjong 姚伟忠 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 years ago
  Lasse Öörni 67d603d8e5 Node transform space refactoring. Translate(), Rotate() and LookAt() functions take a transform space (local, parent or world). Translate() has a behavior change: default space is local, as that is most often used in eg. camera movement, and is consistent with the default for rotations (the earlier fixedAxis = false was same as local space). The redundant TranslateRelative() function is removed. Add RotateAround() function, which allows rotating around a pivot in either local, parent or world space. Closes #295. 11 years ago
  Lasse Öörni 42265071a3 Added a multiplier+addition for depth bias on OpenGL ES platforms. Increased default constant depth bias of lights. 11 years ago
  Lasse Öörni 6be531d66f Set frustum size shader parameter as Vector3. 11 years ago
  Lasse Öörni 0d2879bbf0 Fix OpenGL build. 11 years ago
  Lasse Öörni ee9868e29e Refactor setting global & camera shader parameters to functions. Used both by Batch & View. Ensure that same parameters are set in both scene and quad (postprocess) rendering. Note that quad rendering still does not use the camera's real projection matrix to ensure stability. 11 years ago
  Lasse Öörni 2bedd953ce Fixes to sceneless renderpath on OpenGL. 11 years ago
  Lasse Öörni 6bfcc28010 Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows. 11 years ago
  Lasse Öörni 1418fb7e83 Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders. 11 years ago
  Lasse Öörni c3425334a3 Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276. 11 years ago
  Lasse Öörni 6833f858dc If a view's renderpath has no scene passes, allow rendering it also when no scene, camera & octree are provided. Closes #267. 11 years ago
  Lasse Öörni 0246ae607f Improve Camera documentation. To avoid potential confusion, disable auto aspect ratio mode from Camera if aspect ratio is set explicitly, or if the Vector2 form of Camera::SetOrthoSize() is used. 11 years ago
  Lasse Öörni 882f4da62e Added quad rendering missing elapsed time parameter fix from szamq. Also add delta time parameter to batch rendering. Closes #272. 11 years ago