Lasse Öörni
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0eb0a5d7a5
When a Zone moves or is removed from octree, clear zone from all drawables within the bounding box, not just from those that belong to the zone. This allows zone search in View to perform more optimally.
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11 年之前 |
Lasse Öörni
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2082c026c2
Handle zone search better to avoid erroneous lower-priority zone assignment. Added OnRemoveFromOctree() virtual function to Drawable. Zone code simplified. Remove zone reference from drawables within its bounding box when the zone is being destroyed.
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11 年之前 |
Lasse Öörni
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6fbda65a4f
Initial negative light support. Right now works only with per-vertex lights. Set negative light color to use. Per-pixel negative lights may be problematic, as they require different blend mode, will also darken any emissive materials, and will not work in light pre-pass mode (there is nothing to subtract from, as light buffer is initialized with black)
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11 年之前 |
Lasse Öörni
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1941c508b4
Removed erroneous comment from View. Do not treat it a fatal error in OgreImporter if index optimization can't be done.
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11 年之前 |
Lasse Öörni
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03043038a0
Visualize camera as a frustum. Do not draw debug geometry in the editor's camera preview.
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11 年之前 |
Lasse Öörni
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4bd2eb0356
Refactoring of Drawable::IsInView() functions and drawable view tracking.
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12 年之前 |
Lasse Öörni
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bfd968f9d7
Removed the base batch / non-base batch separation from BatchGroup. This is only needed for light queues, so rather have LightBatchQueue have separate queues for base & non-base.
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12 年之前 |
Lasse Öörni
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abc6fcd8b8
Shader precaching mechanism. Call Graphics::BeginDumpShaders() or use the engine command line parameter -ds <file> to create a shader dump file of the variations that are loaded during program run, and Graphics::PrecacheShaders() to load the dump file.
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12 年之前 |
Lasse Öörni
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e44e3f7652
Only signal work items that have specified or higher priority in WorkQueue::Complete(), to prevent lower priority work item events triggering when they shouldn't (in the middle of render update.) Set explicit max priority in Octree & View items, but leave default priority to the lowest for user items. Removed a static variable from WorkQueue::PurgePool().
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12 年之前 |
Alex Parlett
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e8abdfc366
Added Pool for WorkItem SharedPtrs to save allocation every frame. Its an optional construct to allow the user to create their own pools or not use the pool if they so desire.
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12 年之前 |
Alex Parlett
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51a1e84248
Changed WorkQueue to use a List<SharedPtr<WorkItem> > and ensure that it doesn't contain duplicates.
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12 年之前 |
Lasse Öörni
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0c4466d3f3
Optimized away going through renderpath commands just to find the litbase-flag.
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12 年之前 |
Lasse Öörni
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809efdb4c6
Added the concept of persistent target in renderpath, which are not mixed in the rendertarget pool with other textures of same size & format. Used for the AutoExposure previous frame luminance.
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12 年之前 |
Lasse Öörni
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f0501cbeae
Fixed Blur postprocess effect XML. Fixed View spamming the log with attempts to get an empty quad shader after failing to get the proper shaders once.
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12 年之前 |
Lasse Öörni
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45003707c0
Fixed substituteRenderTarget_ possibly being uninitialized.
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12 年之前 |
Lasse Öörni
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dc5f4a1834
Merge branch 'master' into shader-refactor
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12 年之前 |
Lasse Öörni
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0610520768
Quads that don't read the viewport should not begin the pingpong chain. Fixes #167.
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12 年之前 |
Lasse Öörni
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c3c177525d
Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166.
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12 年之前 |
Lasse Öörni
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3e14caf89e
Load/save cached binary HLSL shaders. Report SM3 supported on OpenGL to simplify code.
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12 年之前 |
Lasse Öörni
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782c3ac54e
Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166.
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12 年之前 |
Lasse Öörni
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db713bdba2
Avoid string allocations during View::Define() and Renderer::GetShader().
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12 年之前 |
Lasse Öörni
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07f06563bc
Optimized Renderer::GetShader() so that caching shader variation pointers becomes unnecessary for the most part.
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12 年之前 |
Lasse Öörni
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ea334e4393
Merge branch 'master' into shader-refactor
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12 年之前 |
Lasse Öörni
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6d5ddc23e0
Bump the copyright for 2014.
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12 年之前 |
Lasse Öörni
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e0f391b0fc
Started shader refactoring.
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12 年之前 |
Lasse Öörni
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c6b906a822
Distinguish between cube/3D textures in renderpath commands by the texture unit.
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12 年之前 |
primitivewaste
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 年之前 |
Lasse Öörni
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d723bef62b
On OpenGL ES 2.0, create depth renderbuffers in explicit GL_DEPTH_COMPONENT16 format, as GL_DEPTH_COMPONENT is unsupported on some devices. Possibly a fix for #140.
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12 年之前 |
Lasse Öörni
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030f890ed5
Further fixes and optimizations to View render target pingpong handling. Update Material memory use when modified programmatically.
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12 年之前 |
Lasse Öörni
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3718b3dc29
Set currentRenderTarget for safety in case the renderpath has no commands.
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12 年之前 |