Историја ревизија

Аутор SHA1 Порука Датум
  Lasse Öörni e0e9487721 Fixed undefined behaviour in Light on iOS/Android. Fixed unused variable issues. пре 13 година
  Lasse Öörni 88aaa46465 Corrected formatting issues. License.txt & Readme.txt encoded as UTF-8, source code uses ASCII encoding. пре 13 година
  Lasse Öörni 9f572cd79d Do not leave transparent shadow variations unloaded because of ReuseShadowMaps mode. пре 13 година
  Lasse Öörni ba890672dd Added Size(), Width() and Height() to IntRect. пре 13 година
  Lasse Öörni f0b6d55b28 Enclosed Urho3D classes inside Urho3D namespace to avoid clashes with external libraries. пре 13 година
  Lasse Öörni 54dab6404f Fixed setting camera shader parameters redundantly in light prepass material pass. пре 13 година
  Lasse Öörni 8fe755e7e6 Do not release resource if it has weak refs. пре 13 година
  Lasse Öörni 478a5af9d1 Allow defining depth bias for materials. пре 13 година
  Lasse Öörni d18baaff87 Reverted back to 4 sample shadow mapping on OpenGL ES, but limited directional light cascades to 2. пре 13 година
  Lasse Öörni e8d549ef7e Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering. пре 13 година
  Lasse Öörni e645875fd6 Moved maximum cascade check to Renderer. пре 13 година
  Lasse Öörni 18e8cb6334 Removed need for anisotropic filter OpenGL extension. пре 13 година
  Lasse Öörni 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. пре 13 година
  Lasse Öörni 2c0899b994 Fixed variable initialization order. пре 13 година
  Lasse Öörni a4c1924e04 Vertex & index buffer refactoring to unify feature set between graphics APIs, cleanup code, and prepare for Android OpenGL context loss handling. пре 13 година
  Lasse Öörni 3e7882093a Disabled all stencil operations on OpenGL ES for now, as the OES packed depth stencil isn't tested for or used yet. пре 13 година
  Lasse Öörni a8c622f330 Started work on GLES2 shadow mapping. пре 13 година
  Lasse Öörni c1c7dcf0ec Code cleanup. пре 13 година
  Lasse Öörni 9a4e69d5bc Removed fillmode, as it is deprecated on some APIs and not currently used in Urho3D. пре 13 година
  Lasse Öörni c3f75ee181 Removed alpha test, as it is deprecated in modern graphics API's. Instead implemented in the pixel shader. пре 13 година
  Lasse Öörni 0c98c92182 Do not create a new directional light when drawing a fullscreen quad. пре 13 година
  Lasse Öörni 31e027b354 Maximum amount of sorted instances can be configured in Renderer. By default 1000. пре 13 година
  Lasse Öörni e6fe0d6cf0 Removed convenience GetWorldTransform() from Component to make it explicit that an indirection to the parent node is being made. пре 13 година
  Lasse Öörni 132847926d Do not unnecessarily calculate batch sort key or choose shaders for instanced batches. пре 13 година
  Lasse Öörni 987a168d9e Optimized away unnecessary structures from View. пре 13 година
  Lasse Öörni df4cd6214d Ensure existence of default material by dynamically creating it if necessary. пре 13 година
  Lasse Öörni 66f3fd4097 Added function to get API-independent projection matrix. пре 13 година
  Lasse Öörni 6fbf8d0404 Increased occlusion buffer Z-accuracy. пре 13 година
  Lasse Öörni 06216dabeb Minor code cleanup. пре 14 година
  Lasse Öörni 0b7e840a30 Restored fullscreen quad method for deferred screen clear for some FPS gain. пре 14 година