Историја ревизија

Аутор SHA1 Порука Датум
  Lasse Öörni 0b7e840a30 Restored fullscreen quad method for deferred screen clear for some FPS gain. пре 14 година
  Lasse Öörni 845b38c2b4 Allocate a screen buffer if rendering to texture in OpenGL deferred mode, and texture format is not RGBA. пре 14 година
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. пре 14 година
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. пре 14 година
  Lasse Öörni 9fc3d48c12 Changed Viewport to be a reference-counted object. пре 14 година
  Lasse Öörni f437a1ec04 Implemented OpenGL multisampled backbuffer resolve. пре 14 година
  Lasse Öörni 5541fc9d87 Resolve multisampled backbuffer for postprocessing. Not yet implemented on OpenGL. пре 14 година
  Lasse Öörni 55ce257a9c Initial postprocessing implementation. Reimplemented the FXAA edge filter using it. пре 14 година
  Lasse Öörni 1f45d256f4 Time-based removal of unused occlusion and screen buffers. пре 14 година
  Lasse Öörni 907c1670e3 Removed the G-buffer size restriction. A G-buffer matching the dimensions of the rendertarget will be allocated on demand. пре 14 година
  Lasse Öörni 3e2f8e72c8 Comment cleanup. пре 14 година
  Lasse Öörni 2b553167b9 Fixed OpenGL rendering. пре 14 година
  Lasse Öörni 75096fe6f9 Refactored screen-size rendertarget allocation in preparation for postprocessing. пре 14 година
  Lasse Öörni 9ce5d0b836 Added initial PostProcess class. Not yet used and does not render anything yet. пре 14 година
  Lasse Öörni 35c21f06d7 Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably. пре 14 година
  Lasse Öörni cbe84013ad Code cleanup in Renderer::Update(). пре 14 година
  Lasse Öörni 51cf76b99a Renamed SetLinkedDepthBuffer() -> SetLinkedDepthStencil(). пре 14 година
  Lasse Öörni 8c14956ebe Documentation update. пре 14 година
  Lasse Öörni dec13dac7a Draw render-to-texture views upside down on OpenGL so that they match the UV coordinates of regular textures. пре 14 година
  Lasse Öörni b2fae0ccb4 Added FXAA edge filter. пре 14 година
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. пре 14 година
  Lasse Öörni 80da6c449f Fixed light prepass orthographic mode. пре 14 година
  Lasse Öörni 19b7286fce On OpenGL, do not automatically create the readable hardware depth stencil texture, as it is only usable in light pre-pass rendering. пре 14 година
  Lasse Öörni d607c59137 Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.) пре 14 година
  Lasse Öörni c27ab40f7f Check needed OpenGL extensions more carefully. пре 14 година
  Lasse Öörni 4beeb72cd2 Disregard normals in billboard vertex lighting. пре 14 година
  Lasse Öörni f9bfd4948f Shader refactoring. пре 14 година
  Lasse Öörni cbbf1a74f9 Fixed non-shadowed spotlights in light pre-pass rendering. пре 14 година
  Lasse Öörni 2d8e33949a Fixed SM2 fallback mode light pre-pass rendering. пре 14 година
  Lasse Öörni c0d05666f8 Initial light volume rendering. пре 14 година