Sitoutushistoria

Tekijä SHA1 Viesti Päivämäärä
  Lasse Öörni bf8d7a53ca Fixed missing framebuffer blit in OpenGL mode when postprocesses exist but are disabled. 14 vuotta sitten
  Lasse Öörni f437a1ec04 Implemented OpenGL multisampled backbuffer resolve. 14 vuotta sitten
  Lasse Öörni 5541fc9d87 Resolve multisampled backbuffer for postprocessing. Not yet implemented on OpenGL. 14 vuotta sitten
  Lasse Öörni d76c21c4f2 Fixed postprocess rendertarget allocation divisor mode to use the viewport size, not the whole rendertarget. 14 vuotta sitten
  Lasse Öörni 55ce257a9c Initial postprocessing implementation. Reimplemented the FXAA edge filter using it. 14 vuotta sitten
  Lasse Öörni 8968ce2609 Clamp light color to positive, as the result of negative color is erratic and depends on blend mode. 14 vuotta sitten
  Lasse Öörni 1f45d256f4 Time-based removal of unused occlusion and screen buffers. 14 vuotta sitten
  Lasse Öörni 907c1670e3 Removed the G-buffer size restriction. A G-buffer matching the dimensions of the rendertarget will be allocated on demand. 14 vuotta sitten
  Lasse Öörni 75beda5f3a Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable. 14 vuotta sitten
  Lasse Öörni 3e2f8e72c8 Comment cleanup. 14 vuotta sitten
  Lasse Öörni 2b553167b9 Fixed OpenGL rendering. 14 vuotta sitten
  Lasse Öörni 75096fe6f9 Refactored screen-size rendertarget allocation in preparation for postprocessing. 14 vuotta sitten
  Lasse Öörni 194e0f567c Fixed shader parameter overwrite with non-shadowed spot lights. 14 vuotta sitten
  Lasse Öörni 7f2f278c58 Added Scene::Instantiate() & Scene::InstantiateXML(), which load a partial scene from binary or XML. 14 vuotta sitten
  Lasse Öörni 35c21f06d7 Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably. 14 vuotta sitten
  Lasse Öörni 8fcba14bfb Disable light buffer optimization if opaque objects with zero lightmask exist. 14 vuotta sitten
  Lasse Öörni bea4a7d9f6 Use replace blend mode for the first light volume, and skip light buffer clear if applicable. 14 vuotta sitten
  Lasse Öörni ff3f24017d For slight optimization, use a stenciled fullscreen quad to clear the rendertarget in light pre-pass mode. 14 vuotta sitten
  Lasse Öörni 51cf76b99a Renamed SetLinkedDepthBuffer() -> SetLinkedDepthStencil(). 14 vuotta sitten
  Lasse Öörni 8c14956ebe Documentation update. 14 vuotta sitten
  Lasse Öörni dec13dac7a Draw render-to-texture views upside down on OpenGL so that they match the UV coordinates of regular textures. 14 vuotta sitten
  Lasse Öörni c334b471e0 Exposed texture formats to script. 14 vuotta sitten
  Lasse Öörni 5dd9673112 Moved debug geometry rendering before possible framebuffer blit so that it will be properly depth tested in all cases. 14 vuotta sitten
  Lasse Öörni b7c0187bae Code cleanup. 14 vuotta sitten
  Lasse Öörni b2fae0ccb4 Added FXAA edge filter. 14 vuotta sitten
  Lasse Öörni 6b94f902c7 Better check for whether vertex lights have been processed. 14 vuotta sitten
  Lasse Öörni d53e808ece Fixed double-lighting bug in light pre-pass mode. 14 vuotta sitten
  Lasse Öörni e4ab3b3b1f Fixed UI not being rendered correctly if multiple 3D viewports active. 14 vuotta sitten
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. 14 vuotta sitten
  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 vuotta sitten