Lasse Öörni
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a5049d423f
Avoid looping through geometries just before render just to find out their geometry update type. Removed the now unnecessary shadowGeometries_ vector. Thanks to OvermindDL1 for bringing this to attention.
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11 years ago |
Lasse Öörni
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833f84b346
Allocate the View object permanently for each viewport, so that rendering stats and visible geometries etc. can be reliably accessed from a particular viewport's View after rendering each frame.
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11 years ago |
Lasse Öörni
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7f4b8e5b35
Allow controlling per-viewport if debug geometry should be rendered, instead of hardcoding to just backbuffer views.
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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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c8fe21f06a
Revert "Fixes to sceneless renderpath on OpenGL." to fix crash on minimize on Android.
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11 years ago |
Lasse Öörni
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ee9868e29e
Refactor setting global & camera shader parameters to functions. Used both by Batch & View. Ensure that same parameters are set in both scene and quad (postprocess) rendering. Note that quad rendering still does not use the camera's real projection matrix to ensure stability.
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11 years ago |
Lasse Öörni
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2bedd953ce
Fixes to sceneless renderpath on OpenGL.
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11 years ago |
Lasse Öörni
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6bfcc28010
Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows.
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11 years ago |
Lasse Öörni
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1418fb7e83
Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders.
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11 years ago |
Lasse Öörni
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6833f858dc
If a view's renderpath has no scene passes, allow rendering it also when no scene, camera & octree are provided. Closes #267.
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11 years ago |
Lasse Öörni
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882f4da62e
Added quad rendering missing elapsed time parameter fix from szamq. Also add delta time parameter to batch rendering. Closes #272.
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11 years ago |
Lasse Öörni
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0c4466d3f3
Optimized away going through renderpath commands just to find the litbase-flag.
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12 years ago |
Lasse Öörni
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07f06563bc
Optimized Renderer::GetShader() so that caching shader variation pointers becomes unnecessary for the most part.
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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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030f890ed5
Further fixes and optimizations to View render target pingpong handling. Update Material memory use when modified programmatically.
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12 years ago |
Lasse Öörni
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30455bfba2
Rewrote viewport resolve / pingpong logic in View. Optimizes away unnecessary framebuffer copies and fixes #138.
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12 years ago |
Lasse Öörni
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f9a6235f47
Added "refract" pass to default renderpaths. This has the rendered scene so far (opaque + sky) available in the environment texture unit.
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12 years ago |
Lasse Öörni
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c20257cdf7
Merged the shaderData_ and worldTransform_ members of Batch & SourceBatch. The idea is that a batch can define multiple world transforms. For static geometry this means instance transforms. For skinned geometry they are bone transforms instead.
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12 years ago |
Lasse Öörni
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0f5456d35e
Avoid unnecessary rendertarget blitting in OpenGL light prepass mode.
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12 years ago |
Lasse Öörni
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a1f6681de3
Eliminated one loop of going through the drawables in View::GetDrawables(). Instead perform the same work in worker threads.
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12 years ago |
Lasse Öörni
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caf0994b8f
Optimize vector/quaternion Normalize() to a no-op if already at unit length. Changed return value to void.
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12 years ago |
Wei Tjong Yao
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02512cecf9
In order to move the out-of-source 'build' directory back to Urho3D project root directory, all the source codes sub-directories are now moved down one level to a new directory under project root called 'Source'.
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12 years ago |