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