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Коммит түүх

Эзэн SHA1 Мессеж Огноо
  Lasse Öörni b4330ccc46 Optimized CheckVisibilityWork. 13 жил өмнө
  Lasse Öörni 092c6e5bb5 Correct the minimum Z if no geometries at all. 13 жил өмнө
  Lasse Öörni 987a168d9e Optimized away unnecessary structures from View. 13 жил өмнө
  Lasse Öörni dbbf2f3310 Do not use octree query to find zone. Instead mark the drawable's zone inconclusive (temporary) if necessary. 13 жил өмнө
  Lasse Öörni 3bec77f823 More descriptive profiler block names. 13 жил өмнө
  Lasse Öörni df4cd6214d Ensure existence of default material by dynamically creating it if necessary. 13 жил өмнө
  Lasse Öörni 19f604d105 Removed unnecessary if statement. 13 жил өмнө
  Lasse Öörni 79a59c2e72 Moved the lit base pass check earlier for improved forward rendering performance with large object count. 13 жил өмнө
  Lasse Öörni 50653416da Reverted earlier shadow split refactoring due to unnecessary shadowcasters being rendered. 13 жил өмнө
  Lasse Öörni 00522a44a7 Optimized GetBatch() in StaticModel & AnimatedModel by caching the current LOD geometries into a flat array. 13 жил өмнө
  Lasse Öörni 504ffaa93d Code cleanup. 13 жил өмнө
  Lasse Öörni 91f6f87472 Explicitly mark changed nodes to avoid going through the whole scene in PrepareNetworkUpdate(). 13 жил өмнө
  Lasse Öörni 9635059778 Sort light and shadow batches as separate work items to optimize for large object count. 13 жил өмнө
  Lasse Öörni ee39c40667 Fixed crash when point light shadow query was incorrectly threaded. 13 жил өмнө
  Lasse Öörni 0380c2d403 Moved a compare outside the OctreeQuery inner loop. 13 жил өмнө
  Lasse Öörni 2bde036977 Moved drawable iteration inside the OctreeQuery virtual function. 13 жил өмнө
  Lasse Öörni 0937a62115 Octree query micro-optimizations. 13 жил өмнө
  Lasse Öörni 5d069ec2a1 Process the first shadow map split without going through the work queue. 13 жил өмнө
  Lasse Öörni 8d30afc776 Process multiple shadow splits as threaded work items. 13 жил өмнө
  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. 13 жил өмнө
  Lasse Öörni 139ef6d6e2 Removed the light to light queue map. Instead store the light queue pointer directly to the light. 13 жил өмнө
  Lasse Öörni 97142c1db1 Eliminated n^2 algorithms from event subscribing and octree updates. 13 жил өмнө
  Lasse Öörni 66f3fd4097 Added function to get API-independent projection matrix. 13 жил өмнө
  Lasse Öörni 265d59dfb0 Use occlusion for coarse culling of octants before testing drawable occlusion in worker threads. 13 жил өмнө
  Lasse Öörni 6c1536627e Refactor of the OctreeQuery class. Use a separate subclass for shadowcaster-only queries. 13 жил өмнө
  Lasse Öörni fec5d379fd Re-added camera frustum & projection matrix caching. 13 жил өмнө
  Lasse Öörni dd28073cfc Optimized shadowed point light shadowcaster queries. 13 жил өмнө
  Lasse Öörni 0804e9d4ec Sort drawable's lights only if necessary (over the maximum light count.) 14 жил өмнө
  Lasse Öörni cc51e1a40c Reverted code which was only needed when SetDepthStencil() committed the FBO changes. 14 жил өмнө
  Lasse Öörni f83b968576 To reduce Linux / NVIDIA performance issues, use another FBO for shadow rendering. Commit FBO changes only at SetDepthStencil(). 14 жил өмнө