Lasse Öörni
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56e0aad21d
Minor rendering code cleanup. Added Plane::Project().
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11 ani în urmă |
Lasse Öörni
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42265071a3
Added a multiplier+addition for depth bias on OpenGL ES platforms. Increased default constant depth bias of lights.
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11 ani în urmă |
Lasse Öörni
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c3425334a3
Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276.
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11 ani în urmă |
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 ani în urmă |
Lasse Öörni
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809efdb4c6
Added the concept of persistent target in renderpath, which are not mixed in the rendertarget pool with other textures of same size & format. Used for the AutoExposure previous frame luminance.
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12 ani în urmă |
Lasse Öörni
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dc5f4a1834
Merge branch 'master' into shader-refactor
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12 ani în urmă |
aster2013
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40354bcd87
Fixed typo in Renderer.h.
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12 ani în urmă |
Lasse Öörni
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db713bdba2
Avoid string allocations during View::Define() and Renderer::GetShader().
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12 ani în urmă |
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 ani în urmă |
Lasse Öörni
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ea334e4393
Merge branch 'master' into shader-refactor
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12 ani în urmă |
Lasse Öörni
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6d5ddc23e0
Bump the copyright for 2014.
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12 ani în urmă |
Lasse Öörni
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e0f391b0fc
Started shader refactoring.
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12 ani în urmă |
primitivewaste
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 ani în urmă |
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 ani în urmă |