提交历史

作者 SHA1 备注 提交日期
  Lasse Öörni 88aaa46465 Corrected formatting issues. License.txt & Readme.txt encoded as UTF-8, source code uses ASCII encoding. 13 年之前
  Lasse Öörni fa4e6ea827 To be consistent, removed the dependency of animation and terrain LOD from viewport pixel size, as the actual size of screen pixels can not be known. Now the LOD only depends on distance and scale. 13 年之前
  Lasse Öörni f0b6d55b28 Enclosed Urho3D classes inside Urho3D namespace to avoid clashes with external libraries. 13 年之前
  Lasse Öörni c64dfb114e Added back polygon fill mode. 13 年之前
  Lasse Öörni 30c21a3789 Added terrain blend shader and terrain example. 13 年之前
  Lasse Öörni 2a0aae070a Started work on terrain. 13 年之前
  Lasse Öörni 153106519e Restored public locking API for vertex & index buffers. On OpenGL locking is always emulated using either shadow or scratch data. 13 年之前
  Lasse Öörni a4c1924e04 Vertex & index buffer refactoring to unify feature set between graphics APIs, cleanup code, and prepare for Android OpenGL context loss handling. 13 年之前
  Lasse Öörni a8c622f330 Started work on GLES2 shadow mapping. 13 年之前
  Lasse Öörni 9a4e69d5bc Removed fillmode, as it is deprecated on some APIs and not currently used in Urho3D. 13 年之前
  Lasse Öörni 78039db8b8 Fixed shader parameter group system for OpenGL renderer. 13 年之前
  Lasse Öörni 6f55d9c24e Divided shader parameters into groups for less checking of whether individual parameters need update. 13 年之前
  Lasse Öörni d62812df86 Comments cleanup and Batch refactoring. 13 年之前
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 年之前
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. 14 年之前
  Lasse Öörni 7075513957 Cleaned up bloom shader code. 14 年之前
  Lasse Öörni 55ce257a9c Initial postprocessing implementation. Reimplemented the FXAA edge filter using it. 14 年之前
  Lasse Öörni b9e62689f2 Freed up pixel shader uniforms. 14 年之前
  Lasse Öörni b2fae0ccb4 Added FXAA edge filter. 14 年之前
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. 14 年之前
  Lasse Öörni 0626f46fa8 Fixed missing light pre-pass rendering on OS X by not binding the light buffer to the same texture unit as the shadow map. Unbind buffer textures after use. 14 年之前
  Lasse Öörni f9bfd4948f Shader refactoring. 14 年之前
  Lasse Öörni c0d05666f8 Initial light volume rendering. 14 年之前
  Lasse Öörni fefa7bf6cd Initial light pre-pass rendering. Lighting not rendered yet. 14 年之前
  Lasse Öörni c20e0ada86 Added initial light pre-pass shaders. 14 年之前
  Lasse Öörni b90ceaf4d1 Initial preparation for light pre-pass rendering. 14 年之前
  Lasse Öörni abf00cafa9 Merged pixel shader uniforms. 14 年之前
  Lasse Öörni bc5dd97e4b Allow 6 vertex lights. 14 年之前
  Lasse Öörni a51afb0631 Initial vertex lighting support. 14 年之前
  Lasse Öörni 1b08deec28 Fixed editor gizmo movement in local axes mode. 14 年之前