Commit History

Autor SHA1 Mensaxe Data
  Lasse Öörni c0d669ede3 Simplified renderpath depth stencil management, by ensuring that Renderer does not allocate multiple depth buffers of the same size. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni e8d549ef7e Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni f9bfd4948f Shader refactoring. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni fefa7bf6cd Initial light pre-pass rendering. Lighting not rendered yet. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni 0be37e8495 Shader refactoring. Forward shader split to Ambient, BlinnPhong, Unlit & Volumetric. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni 80a6948b22 Large rendering architecture refactoring. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni fe495f6bcc Added deferred fallback mode, which renders the G-buffer in 2 passes. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni 80aee649df Re-enabled lit base pass optimization, with more careful checks to ensure proper rendering order. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni f0ecda9785 Fixed numerical stability in Quaternion matrix constructor. %!s(int64=14) %!d(string=hai) anos
  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. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni 25bd3a257c Do not use equal depth test. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni 7c45da5588 Import new code. %!s(int64=14) %!d(string=hai) anos