Lasse Öörni
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c1e2d51338
Fix readable HW depth rendering on D3D11. Do not allocate a dummy color rendertarget for depth-only rendering unnecessarily on D3D11.
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10 vuotta sitten |
Lasse Öörni
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0298740da2
Fix wrong viewport being used in depth-only rendering. Do not setup rendertarget & depth stencil for debug geometry rendering, if nothing to render.
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10 vuotta sitten |
Lasse Öörni
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97fb2638db
Add fill mode to materials.
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10 vuotta sitten |
Lasse Öörni
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596c32345e
Force extra screen buffers to RGBA only on OpenGL 2.
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10 vuotta sitten |
Lasse Öörni
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b8c7c59eca
Configure amount of allowed bones for hardware skinning based on the rendering API. Allow 128 bones on Direct3D 11 & OpenGL 3. Add -mb (maxbones) parameter to AssetImporter & OgreImporter. When using OpenGL 3, allow deferred rendering to use different MRT formats without forcing an RGBA substitute rendertarget.
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10 vuotta sitten |
Lasse Öörni
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bd8f455e15
Minor code formatting.
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10 vuotta sitten |
Lasse Öörni
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f450d0c3b4
Reuse constant buffer object number when resizing. Do not mark light queue to shadow batches, as it is unnecessary and could lead to shader parameter update bugs (requires further refactoring to prevent in the Graphics class.)
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10 vuotta sitten |
Lasse Öörni
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a0a1d13109
Do pass queue lookup only once when executing the scene pass command.
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10 vuotta sitten |
Lasse Öörni
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918d299450
Minor optimization of Drawable::MarkInView(): resize once instead of clear and push.
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10 vuotta sitten |
Lasse Öörni
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6c3b8078f6
Split GetBatches() into sub-functions to aid in profiling. Minor optimization of View::GetTechnique() when using the default material.
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10 vuotta sitten |
Lasse Öörni
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e2afa34bb7
Refactor Technique to not use HashTable for passes, but instead a vector with dynamically allocated pass indices. HashTable class removed as there were no other uses for it, and it was programmer-unfriendly compared to HashMap.
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10 vuotta sitten |
Lasse Öörni
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db62248def
Only collect the shadow caster projection space merged bounding box when necessary (focused spot lights.)
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10 vuotta sitten |
Lasse Öörni
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c833b34b7a
Remove Graphics::SetDrawAntialiased() as it does not help the situation it was created for (blurred UI rendering on Nvidia 16x multisampling on OpenGL) and it cannot be implemented on D3D11.
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10 vuotta sitten |
Lasse Öörni
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988f1fdc33
Merge branch 'master' into render-refactor
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10 vuotta sitten |
Lasse Öörni
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17cf79ab82
D3D11 rendertarget and initial shadow (directional & spot light) support. Fix creating too many rasterizer states for depth bias by quantizing. Fix crash on exit if states failed to create.
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10 vuotta sitten |
Lasse Öörni
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3feb6875fd
Do not redirect final quad rendering to the backbuffer on OpenGL after rendertarget ping-ponging. Fixes #674.
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10 vuotta sitten |
Lasse Öörni
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9f129ecd51
Merge branch 'master' into render-refactor
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10 vuotta sitten |
Lasse Öörni
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9a98779ae9
Remove StreamFrequency related functions from Graphics public API as unnecessary.
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10 vuotta sitten |
Lasse Öörni
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51c80107e9
Removed debug log prints from OGLGraphics.cpp. Fixed build warnings.
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10 vuotta sitten |
Lasse Öörni
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88080dad31
Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function.
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10 vuotta sitten |
Lasse Öörni
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87338ce74c
Minor optimization of GetLitBatches() by calculating only once if the light has a negative color.
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10 vuotta sitten |
Lasse Öörni
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21d7883455
Optimize and clean up base batch / vertex light batch processing. Fix light limiting not taking point light's effective intensity into account properly.
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10 vuotta sitten |
Lasse Öörni
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41b2bd749a
Reorder Drawable member variables and combine functions that are called when a Drawable is marked visible for slight performance gain. Remove hardcoded check for SkyBox for whether to not include a drawable in shadow focusing calculations, and instead check for a huge bounding box.
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10 vuotta sitten |
Lasse Öörni
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5753a90b57
Speed up collecting visible drawables.
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11 vuotta sitten |
Lasse Öörni
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56f64c60b9
Texture unit refactoring. On desktop ensure continuous range of 8 material texture units, while mobile has 5. Material can define a volume (3D) texture in the volume unit (desktop only.)
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11 vuotta sitten |
Lasse Öörni
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6be3b14855
Merge branch 'master' into render-refactor
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11 vuotta sitten |
Gunnar Kriik
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b2f4848115
Removal of hdrRendering variable caused compilation error when using the OpenGL renderer
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11 vuotta sitten |
Lasse Öörni
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785997b596
Removed unused variable.
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11 vuotta sitten |
Lasse Öörni
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0990fd72f2
Added Graphics::GetPixelUVOffset() to get the half-pixel offset required by D3D9, avoids #ifdef'ing. Clean up shadow matrix calculation.
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11 vuotta sitten |
Lasse Öörni
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bb2ebf7568
Bump copyright to 2015.
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11 vuotta sitten |