Sitoutushistoria

Tekijä SHA1 Viesti Päivämäärä
  Lasse Öörni c0d669ede3 Simplified renderpath depth stencil management, by ensuring that Renderer does not allocate multiple depth buffers of the same size. 13 vuotta sitten
  Lasse Öörni e8d549ef7e Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering. 13 vuotta sitten
  Lasse Öörni 5d55c0959d Re-added the alpha masking hint to give priority to fully opaque materials. 13 vuotta sitten
  Lasse Öörni c3f75ee181 Removed alpha test, as it is deprecated in modern graphics API's. Instead implemented in the pixel shader. 13 vuotta sitten
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. 14 vuotta sitten
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. 14 vuotta sitten
  Lasse Öörni f9bfd4948f Shader refactoring. 14 vuotta sitten
  Lasse Öörni 0be37e8495 Shader refactoring. Forward shader split to Ambient, BlinnPhong, Unlit & Volumetric. 14 vuotta sitten
  Lasse Öörni 5139e5322e Use alpha test instead of discard in shadow shaders for very slight speed gain. 14 vuotta sitten
  Lasse Öörni 80a6948b22 Large rendering architecture refactoring. 14 vuotta sitten
  Lasse Öörni fe495f6bcc Added deferred fallback mode, which renders the G-buffer in 2 passes. 14 vuotta sitten
  Lasse Öörni 80aee649df Re-enabled lit base pass optimization, with more careful checks to ensure proper rendering order. 14 vuotta sitten
  Lasse Öörni f0ecda9785 Fixed numerical stability in Quaternion matrix constructor. 14 vuotta sitten
  Lasse Öörni 9c9643508c Use GL_DEPTH_COMPONENT24 instead of the packed depth stencil for OpenGL deferred rendering depth buffer, because the packed format seems to be slower. 14 vuotta sitten
  Lasse Öörni 25bd3a257c Do not use equal depth test. 14 vuotta sitten
  Lasse Öörni 7c45da5588 Import new code. 14 vuotta sitten