Commit History

Author SHA1 Message Date
  Lasse Öörni 9d78a85348 Add events for GPU context loss & restore. 11 years ago
  Yao Wei Tjong 姚伟忠 ec43f4e815 Init Graphic subsystem to have the same tex filtering mode as engine. 11 years ago
  Lasse Öörni ff7cd0bb50 Use SDL_WINDOWPOS_UNDEFINED as the default window position to simplify code. 11 years ago
  Jonne Nauha 03d9532b4a New E_WINDOWPOS event when SDL notifies window movement. Support for setting initial window position beforecreation. 11 years ago
  Lasse Öörni 59d48c1a43 Allow to momentarily disable multisample antialiasing. Used for UI and fullscreen quad rendering. 11 years ago
  Lasse Öörni e68c051a35 Added rest of geometry types. Closes #413. 11 years ago
  Lasse Öörni 8463393377 Initial resource background loading API and implementation. Background loading-capable implementation for textures (load image in background thread, upload image to GPU in main thread), other resources todo. 11 years ago
  Lasse Öörni e82b3d53a1 Added support for zones defining a texture (either cube or 3D), that will be available in pixel shaders when rendering objects inside the zone. 11 years ago
  Lasse Öörni 3d649a9f19 Fix calculating fullscreen resolution error metric. Closes #399. 11 years ago
  Aster@中国上海 80ce8a2a7c Add ParticleEffect class. 11 years ago
  Lasse Öörni 1229b6cf1d Instead of reverting to windowed if exact resolution match not found, use closest matching fullscreen resolution in Graphics::SetMode(). 11 years ago
  Lasse Öörni 981b5bcac4 Use viewport sized intermediate rendertargets so that pixels outside the viewport never leak into post-processing. Added viewport multiplier mode to renderpath definition. Closes #265. 11 years ago
  Lasse Öörni 4ac7b60758 Restructure the D3D9 GPU flush: after presenting, first wait for previous frame's query, then issue new query. To prevent a loop of device loss and window flicker, do not attempt to render on D3D9 when the window is minimized in fullscreen mode. 11 years ago
  Yao Wei Tjong 姚伟忠 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 years ago
  Lasse Öörni f7b99ecdee Added Matrix types to Variant. Added ToString() to Matrix types. Added Matrix getters/setters to XMLElement. Added ToMatrix string conversion functions. Added possibility to assign shader parameters from Matrix variants. Fixed missing setting of Color variant shader parameter on Direct3D9. 11 years ago
  Lasse Öörni 35195939c1 Exposed allowed screen orientations (effective on iOS only currently) and the flush GPU setting as engine startup parameters. 11 years ago
  Lasse Öörni 4bf765d711 Removed SDL hack to get window handle for Direct3D9. Instead use SDL builtin functionality. 11 years ago
  Lasse Öörni 02e543ba5c Support for per-pixel negative lights. Added BLEND_SUBTRACT & BLEND_SUBTRACTALPHA blend modes. Light code cleanup. 11 years ago
  Lasse Öörni 4d15a2c09b Report correct window size in the screen mode event if maximizing the window on startup. Closes #247. 11 years ago
  aster2013 9b31d29a54 Add GetFullName in ShaderVariation, make code more clear. 12 years ago
  Lasse Öörni cc9e5e1994 Moved to XML based shader precache files. Refactored shader precaching code to its own class. Closes #199. 12 years ago
  Lasse Öörni 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. 12 years ago
  Lasse Öörni c3c177525d Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166. 12 years ago
  Lasse Öörni 3e14caf89e Load/save cached binary HLSL shaders. Report SM3 supported on OpenGL to simplify code. 12 years ago
  Lasse Öörni caf080ecbb Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet. 12 years ago
  Lasse Öörni 6d5ddc23e0 Bump the copyright for 2014. 12 years ago
  Lasse Öörni 9f34d74cce Fixed taking windowed multisampled screenshots on Direct3D9. 12 years ago
  Lasse Öörni cb0f3b7109 Fix for compiling in D3D9 mode on mingw-w64. 12 years ago
  primitivewaste d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 years ago
  Lasse Öörni 76292ef63e Centralize allocation of event data variant maps to Context to avoid constant dynamic memory allocation. 12 years ago