Lasse Öörni
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cc9e5e1994
Moved to XML based shader precache files. Refactored shader precaching code to its own class. Closes #199.
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12 years ago |
Lasse Öörni
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abc6fcd8b8
Shader precaching mechanism. Call Graphics::BeginDumpShaders() or use the engine command line parameter -ds <file> to create a shader dump file of the variations that are loaded during program run, and Graphics::PrecacheShaders() to load the dump file.
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12 years ago |
Lasse Öörni
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c3c177525d
Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166.
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12 years ago |
Lasse Öörni
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ea334e4393
Merge branch 'master' into shader-refactor
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12 years ago |
Lasse Öörni
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6d5ddc23e0
Bump the copyright for 2014.
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12 years ago |
Lasse Öörni
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5062dbba42
Sanitate screenshot name in the samples to ensure saving it succeeds. Prepend the executable path properly. Flip image in OpenGL Graphics::TakeScreenShot() instead of having the user to do it.
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12 years ago |
Lasse Öörni
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417e62f106
Detect deferred light volume batch and subtract camera position only in that case to allow the pixel shader light parameters (light position, shadow matrices etc.) to also be used in forward rendering if necessary.
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12 years ago |
primitivewaste
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 years ago |
Lasse Öörni
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76292ef63e
Centralize allocation of event data variant maps to Context to avoid constant dynamic memory allocation.
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12 years ago |
Lasse Öörni
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39e13d49c8
Renamed the plane intercept parameter to "d" and reversed its sign so that it fits the conventional plane formula ax + by + cz + d = 0.
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12 years ago |
Lasse Öörni
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20b67638e3
Hack fix for render-to-texture failing on iOS.
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12 years ago |
Lasse Öörni
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7d4d956691
Check if GLES2 device supports 24-bit depth texture, or 24/8-bit depth+stencil through extensions.
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12 years ago |
Lasse Öörni
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d723bef62b
On OpenGL ES 2.0, create depth renderbuffers in explicit GL_DEPTH_COMPONENT16 format, as GL_DEPTH_COMPONENT is unsupported on some devices. Possibly a fix for #140.
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12 years ago |
Lasse Öörni
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dbdfce095f
If window is not resizable, do not maximize it at the default resolution (1024x768) to keep the border intact.
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12 years ago |
Lasse Öörni
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1c92bc3a09
Only find the DirectX SDK when compiling with Visual Studio, as the headers are incompatible with MinGW. Fixed export statements for MinGW. Closes #142.
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12 years ago |
Jordan Patterson
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1a49c6ebfc
Add support for SDL2 GameControllers
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12 years ago |
Lasse Öörni
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8c26cf6c45
Export the NvOptimusEnablement variable to prefer NVIDIA GPU on switchable GPU systems. Closes #139.
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12 years ago |
Lasse Öörni
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cadb503976
Added transform by matrix functions to Plane. Added camera clipping plane support. Added basic reflective+refractive water shader + material.
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12 years ago |
Yao Wei Tjong 姚伟忠
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7f95216d3e
Refactor to use new logging macros with formatting.
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12 years ago |
Lasse Öörni
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712345aa56
Added log macros with formatting. Closes #114.
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12 years ago |
Yao Wei Tjong 姚伟忠
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d719baa38b
Use on-demand shader evaluation for OpenGL as well.
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12 years ago |
Lasse Öörni
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721f70fe1a
Fixed D3D9 build. Added borderless as a command line option and documented it.
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12 years ago |
Alex Parlett
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a63ab49ac5
Added the ability to specify whether a window is borderless or not (decorated with borders);
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12 years ago |
Lasse Öörni
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d1df925013
Added Image::GetSDLSurface() to avoid code duplication. Fixed crash from null image pointer in Graphics::CreateWindowIcon().
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12 years ago |
Lasse Öörni
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679007d1b5
Normalize whitespace, update documentation.
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12 years ago |
Lasse Öörni
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cc4c4e6a79
Merge remote-tracking branch 'remotes/alexparlett/window-icon'
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12 years ago |
Lasse Öörni
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9752cbed1e
Removed OpenGL scratch buffer allocation log spam, even in debug mode.
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12 years ago |
Alex Parlett
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2505149255
Added ability to specify window icon (external application window) using an Image resource and SDL cross platform capability
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12 years ago |
Lasse Öörni
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3abae76ec2
Use constant for number of draw buffers.
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12 years ago |
Lasse Öörni
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a80793b901
Match desktop OpenGL behavior with Direct3D: check that fullscreen window size is a valid resolution and do not enter fullscreen mode if it isn't. Closes #52.
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12 years ago |