コミット履歴

作者 SHA1 メッセージ 日付
  Lasse Öörni 9d78a85348 Add events for GPU context loss & restore. 11 年 前
  Yao Wei Tjong 姚伟忠 ec43f4e815 Init Graphic subsystem to have the same tex filtering mode as engine. 11 年 前
  Lasse Öörni ff7cd0bb50 Use SDL_WINDOWPOS_UNDEFINED as the default window position to simplify code. 11 年 前
  Jonne Nauha 03d9532b4a New E_WINDOWPOS event when SDL notifies window movement. Support for setting initial window position beforecreation. 11 年 前
  Lasse Öörni 59d48c1a43 Allow to momentarily disable multisample antialiasing. Used for UI and fullscreen quad rendering. 11 年 前
  Lasse Öörni e68c051a35 Added rest of geometry types. Closes #413. 11 年 前
  Lasse Öörni 8463393377 Initial resource background loading API and implementation. Background loading-capable implementation for textures (load image in background thread, upload image to GPU in main thread), other resources todo. 11 年 前
  Lasse Öörni e82b3d53a1 Added support for zones defining a texture (either cube or 3D), that will be available in pixel shaders when rendering objects inside the zone. 11 年 前
  Lasse Öörni 3d649a9f19 Fix calculating fullscreen resolution error metric. Closes #399. 11 年 前
  Aster@中国上海 80ce8a2a7c Add ParticleEffect class. 11 年 前
  Lasse Öörni 1229b6cf1d Instead of reverting to windowed if exact resolution match not found, use closest matching fullscreen resolution in Graphics::SetMode(). 11 年 前
  Lasse Öörni 981b5bcac4 Use viewport sized intermediate rendertargets so that pixels outside the viewport never leak into post-processing. Added viewport multiplier mode to renderpath definition. Closes #265. 11 年 前
  Lasse Öörni 4ac7b60758 Restructure the D3D9 GPU flush: after presenting, first wait for previous frame's query, then issue new query. To prevent a loop of device loss and window flicker, do not attempt to render on D3D9 when the window is minimized in fullscreen mode. 11 年 前
  Yao Wei Tjong 姚伟忠 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 年 前
  Lasse Öörni f7b99ecdee Added Matrix types to Variant. Added ToString() to Matrix types. Added Matrix getters/setters to XMLElement. Added ToMatrix string conversion functions. Added possibility to assign shader parameters from Matrix variants. Fixed missing setting of Color variant shader parameter on Direct3D9. 11 年 前
  Lasse Öörni 35195939c1 Exposed allowed screen orientations (effective on iOS only currently) and the flush GPU setting as engine startup parameters. 11 年 前
  Lasse Öörni 4bf765d711 Removed SDL hack to get window handle for Direct3D9. Instead use SDL builtin functionality. 12 年 前
  Lasse Öörni 02e543ba5c Support for per-pixel negative lights. Added BLEND_SUBTRACT & BLEND_SUBTRACTALPHA blend modes. Light code cleanup. 12 年 前
  Lasse Öörni 4d15a2c09b Report correct window size in the screen mode event if maximizing the window on startup. Closes #247. 12 年 前
  aster2013 9b31d29a54 Add GetFullName in ShaderVariation, make code more clear. 12 年 前
  Lasse Öörni cc9e5e1994 Moved to XML based shader precache files. Refactored shader precaching code to its own class. Closes #199. 12 年 前
  Lasse Öörni 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. 12 年 前
  Lasse Öörni c3c177525d Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166. 12 年 前
  Lasse Öörni 3e14caf89e Load/save cached binary HLSL shaders. Report SM3 supported on OpenGL to simplify code. 12 年 前
  Lasse Öörni caf080ecbb Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet. 12 年 前
  Lasse Öörni 6d5ddc23e0 Bump the copyright for 2014. 12 年 前
  Lasse Öörni 9f34d74cce Fixed taking windowed multisampled screenshots on Direct3D9. 12 年 前
  Lasse Öörni cb0f3b7109 Fix for compiling in D3D9 mode on mingw-w64. 12 年 前
  primitivewaste d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 年 前
  Lasse Öörni 76292ef63e Centralize allocation of event data variant maps to Context to avoid constant dynamic memory allocation. 12 年 前