Lasse Öörni
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9d78a85348
Add events for GPU context loss & restore.
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11 years ago |
Yao Wei Tjong 姚伟忠
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ec43f4e815
Init Graphic subsystem to have the same tex filtering mode as engine.
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11 years ago |
Lasse Öörni
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ff7cd0bb50
Use SDL_WINDOWPOS_UNDEFINED as the default window position to simplify code.
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11 years ago |
Jonne Nauha
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03d9532b4a
New E_WINDOWPOS event when SDL notifies window movement. Support for setting initial window position beforecreation.
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11 years ago |
Lasse Öörni
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59d48c1a43
Allow to momentarily disable multisample antialiasing. Used for UI and fullscreen quad rendering.
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11 years ago |
Lasse Öörni
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e68c051a35
Added rest of geometry types. Closes #413.
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11 years ago |
Lasse Öörni
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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.
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11 years ago |
Lasse Öörni
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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.
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11 years ago |
Lasse Öörni
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3d649a9f19
Fix calculating fullscreen resolution error metric. Closes #399.
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11 years ago |
Aster@中国上海
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80ce8a2a7c
Add ParticleEffect class.
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11 years ago |
Lasse Öörni
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1229b6cf1d
Instead of reverting to windowed if exact resolution match not found, use closest matching fullscreen resolution in Graphics::SetMode().
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11 years ago |
Lasse Öörni
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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.
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11 years ago |
Lasse Öörni
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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.
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11 years ago |
Yao Wei Tjong 姚伟忠
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46285baf97
Refactor build scripts to group Urho3D specific build option.
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11 years ago |
Lasse Öörni
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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.
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11 years ago |
Lasse Öörni
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35195939c1
Exposed allowed screen orientations (effective on iOS only currently) and the flush GPU setting as engine startup parameters.
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11 years ago |
Lasse Öörni
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4bf765d711
Removed SDL hack to get window handle for Direct3D9. Instead use SDL builtin functionality.
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11 years ago |
Lasse Öörni
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02e543ba5c
Support for per-pixel negative lights. Added BLEND_SUBTRACT & BLEND_SUBTRACTALPHA blend modes. Light code cleanup.
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11 years ago |
Lasse Öörni
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4d15a2c09b
Report correct window size in the screen mode event if maximizing the window on startup. Closes #247.
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11 years ago |
aster2013
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9b31d29a54
Add GetFullName in ShaderVariation, make code more clear.
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12 years ago |
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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3e14caf89e
Load/save cached binary HLSL shaders. Report SM3 supported on OpenGL to simplify code.
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12 years ago |
Lasse Öörni
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caf080ecbb
Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet.
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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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9f34d74cce
Fixed taking windowed multisampled screenshots on Direct3D9.
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12 years ago |
Lasse Öörni
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cb0f3b7109
Fix for compiling in D3D9 mode on mingw-w64.
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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 |