Revīziju vēsture

Autors SHA1 Ziņojums Datums
  Lasse Öörni fa4e6ea827 To be consistent, removed the dependency of animation and terrain LOD from viewport pixel size, as the actual size of screen pixels can not be known. Now the LOD only depends on distance and scale. 13 gadi atpakaļ
  Lasse Öörni f0b6d55b28 Enclosed Urho3D classes inside Urho3D namespace to avoid clashes with external libraries. 13 gadi atpakaļ
  Lasse Öörni eb3af6e90f Animation state editing. Note: is a breaking change to AnimatedModel serialization, due to the extra variable needed! 13 gadi atpakaļ
  Lasse Öörni 363e9139de Added possibility to read animation state start bone as String for handcrafted XML files. 13 gadi atpakaļ
  Lasse Öörni 170ee77019 To avoid confusion when to use what, and as the performance is usually better, use only HashMap & HashSet instead of Map & Set. 13 gadi atpakaļ
  Lasse Öörni 248fc3c1b6 Terrain attributes. 13 gadi atpakaļ
  Lasse Öörni ab89278a5c Create AnimatedModel morph vertex buffers on demand (when first non-zero morph weight set.) 13 gadi atpakaļ
  Lasse Öörni 92510672f7 Serialize also skinned decals. 13 gadi atpakaļ
  Lasse Öörni 6643bf7717 Started work on skinned decals. 13 gadi atpakaļ
  Lasse Öörni 06371a62ed Wrap decal around static geometry. 13 gadi atpakaļ
  Lasse Öörni e2790f81b0 To save GPU memory with many morphed instances of an AnimatedModel, copy only the morphable attributes into the morph vertex buffer, and read other (static) attributes from the original vertex buffer. 13 gadi atpakaļ
  Lasse Öörni 38fd976aa9 Fixed potential infinite loop when setting morphs. 13 gadi atpakaļ
  Lasse Öörni 153106519e Restored public locking API for vertex & index buffers. On OpenGL locking is always emulated using either shadow or scratch data. 13 gadi atpakaļ
  Lasse Öörni 9654d7e5b0 Restore whole morph vertex buffer if data lost. 13 gadi atpakaļ
  Lasse Öörni a4c1924e04 Vertex & index buffer refactoring to unify feature set between graphics APIs, cleanup code, and prepare for Android OpenGL context loss handling. 13 gadi atpakaļ
  Lasse Öörni 101b2ee338 Fixed crash if model had zero submeshes. 13 gadi atpakaļ
  Lasse Öörni 0debc43fed Further Android fixes. 13 gadi atpakaļ
  Lasse Öörni a556679a42 Fixed crash caused by assigning Geometry shared ptr's in multiple threads. 13 gadi atpakaļ
  Lasse Öörni 4548687d1b Set Skybox distance to a fixed 0. 13 gadi atpakaļ
  Lasse Öörni 48190acfca Eliminated most virtual function calls from getting Drawable batches. 13 gadi atpakaļ
  Lasse Öörni e6fe0d6cf0 Removed convenience GetWorldTransform() from Component to make it explicit that an indirection to the parent node is being made. 13 gadi atpakaļ
  Lasse Öörni 8a4351b8ec Removed the IsLoading() flag from Serializable. Instead implemented separately in AnimatedModel, which is the only component that needs that information. 13 gadi atpakaļ
  Lasse Öörni 496a21d984 Optimized CalculateLodLevels() when it's a no-op. 13 gadi atpakaļ
  Lasse Öörni c936e216d9 Optimized StaticModel batch structure for less cache misses. 13 gadi atpakaļ
  Lasse Öörni 71beb9e343 Optimized UpdateDistance() for case of 1 submesh only. 13 gadi atpakaļ
  Lasse Öörni 7a06dc73e5 Avoid Component::GetWorldTransform() and related functions where possible to avoid extra indirection and function call. 13 gadi atpakaļ
  Lasse Öörni 50653416da Reverted earlier shadow split refactoring due to unnecessary shadowcasters being rendered. 13 gadi atpakaļ
  Lasse Öörni 00522a44a7 Optimized GetBatch() in StaticModel & AnimatedModel by caching the current LOD geometries into a flat array. 13 gadi atpakaļ
  Lasse Öörni 91f6f87472 Explicitly mark changed nodes to avoid going through the whole scene in PrepareNetworkUpdate(). 13 gadi atpakaļ
  Lasse Öörni 1a9dced05b Updated to AngelScript 2.23.1 WIP. 13 gadi atpakaļ