Commit History

Author SHA1 Message Date
  Lasse Öörni dec13dac7a Draw render-to-texture views upside down on OpenGL so that they match the UV coordinates of regular textures. 14 years ago
  Lasse Öörni ff247d839a Fixed incorrect viewport size compare. 14 years ago
  Lasse Öörni 784530e79a Use scissor test to avoid clearing outside the viewport on OpenGL. 14 years ago
  Lasse Öörni 19b7286fce On OpenGL, do not automatically create the readable hardware depth stencil texture, as it is only usable in light pre-pass rendering. 14 years ago
  Lasse Öörni d607c59137 Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.) 14 years ago
  Lasse Öörni 21c8926da3 Fixed OpenGL light prepass capability detection. 14 years ago
  Lasse Öörni 9c40326a8c Pack linear depth to RGBA manually to comply with FBO specification. 14 years ago
  Lasse Öörni 486867cb6c Added back the "view texture" feature to prevent the final rendertarget being possibly sampled during light pre-pass rendering. 14 years ago
  Lasse Öörni c27ab40f7f Check needed OpenGL extensions more carefully. 14 years ago
  Lasse Öörni f9bfd4948f Shader refactoring. 14 years ago
  Lasse Öörni fbdd44c3b8 Fixed comments. 14 years ago
  Lasse Öörni 90596a064a Use a memory pool in OGLGraphics for discard lock buffers. 14 years ago
  Lasse Öörni 0bf24ed126 Fixed index double buffer resize. 14 years ago
  Lasse Öörni 9b1efd6a8f Use double buffering to simulate LOCK_DISCARD behavior on OpenGL to avoid GPU stall. 14 years ago
  Lasse Öörni 2f74622427 Converted DebugGeometry to use a vertex buffer instead of using immediate rendering. 14 years ago
  Lasse Öörni 0e84c54306 Added shader parameter register count information in the D3D shader file format. 14 years ago
  Lasse Öörni fd06d3cf4a Fixed component ID overwrite when copy-pasting scene nodes in the editor. 14 years ago
  Lasse Öörni 80a6948b22 Large rendering architecture refactoring. 14 years ago
  Lasse Öörni 7e00d6aa1d Removed PortAudio from Direct3D9 build, as it is not used. 14 years ago
  Lasse Öörni fe495f6bcc Added deferred fallback mode, which renders the G-buffer in 2 passes. 14 years ago
  Lasse Öörni 292ebed51f Added initial fallback mode (no MRT, no hardware shadows.) 14 years ago
  Lasse Öörni 91500591c3 Reverted the previous shader parameter query optimization. Instead, added possibility to rehash a hashmap/hashset manually to a specified bucket count. 14 years ago
  Lasse Öörni 0e337f493d Optimized checking whether shader parameters need updating. 14 years ago
  Lasse Öörni a89cb22161 Replaced edge filtering with temporal antialiasing with ghosting prevention. 14 years ago
  Lasse Öörni 40c8306691 Added triple buffering option. On OpenGL it is a no-op. 14 years ago
  Lasse Öörni da685e99de Ported optimizations and code cleanup from the prepass-branch. 14 years ago
  Lasse Öörni 5b44c38d32 Code cleanup. Actually use the added Contains() & Find() functions. 14 years ago
  Lasse Öörni e22483e482 Added viewmask parameter to octree queries to avoid manual viewmask checking in View and to allow partial scene queries for logic. 14 years ago
  Lasse Öörni 69a78da8df Switched to GLFW 3.0. 14 years ago
  Lasse Öörni 3a6163226b Changed OpenGL rendering to use non-hardcoded shader parameters. Fixed warnings. 14 years ago