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