Історія комітів

Автор SHA1 Опис Дата
  Lasse Öörni ad7b7451b4 As latest SDL was found to be non-threadsafe in practice, removed the StaticMutex and the OBJECTTYPESTATIC constructs which were added to support multi-context use within a single process. 12 роки тому
  Lasse Öörni 4e1e1f9ce6 Converted static const String arrays to const char* arrays where applicable. 12 роки тому
  Lasse Öörni 5160610e25 Refactored freely rotating / scaling UIElements into a separate Sprite class; removed rotation from the base class as it would not work correctly with element hierarchies in most cases. 12 роки тому
  Lasse Öörni 55681dc55a Applied patch from weitjong. 13 роки тому
  Lasse Öörni 1ebe4deabd Load shaders per pass when first needed, not to every pass at once. 13 роки тому
  Lasse Öörni a40fead7dc Updated license for the new year. 13 роки тому
  Lasse Öörni 1ce5a632bd Removed the PassType enum in favor of hashed pass names, to prepare for freeform/redefinable render pipeline. 13 роки тому
  Lasse Öörni 88aaa46465 Corrected formatting issues. License.txt & Readme.txt encoded as UTF-8, source code uses ASCII encoding. 13 роки тому
  Lasse Öörni f0b6d55b28 Enclosed Urho3D classes inside Urho3D namespace to avoid clashes with external libraries. 13 роки тому
  Lasse Öörni b35fed22ce Fixed erroneous capitalization. 13 роки тому
  Lasse Öörni 5d55c0959d Re-added the alpha masking hint to give priority to fully opaque materials. 13 роки тому
  Lasse Öörni c3f75ee181 Removed alpha test, as it is deprecated in modern graphics API's. Instead implemented in the pixel shader. 13 роки тому
  Lasse Öörni 7ea084bc4b Added missing DebugNew.h includes. 13 роки тому
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 роки тому
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. 14 роки тому
  Lasse Öörni 510c606b3d Removed the redundant GetString() functions from XMLElement. 14 роки тому
  Lasse Öörni 95a8c8bfa7 Added overloads to Variant & XMLElement that take char pointers. 14 роки тому
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. 14 роки тому
  Lasse Öörni f9bfd4948f Shader refactoring. 14 роки тому
  Lasse Öörni b90ceaf4d1 Initial preparation for light pre-pass rendering. 14 роки тому
  Lasse Öörni 7be9585861 Fixed erroneous use of local axis movement when more than one node selected. 14 роки тому
  Lasse Öörni aec8534665 Fixed resource dump display. 14 роки тому
  Lasse Öörni 589c0ee141 Expanded the lit base pass optimization to cover also the first spot or point light affecting a drawable. 14 роки тому
  Lasse Öörni 80a6948b22 Large rendering architecture refactoring. 14 роки тому
  Lasse Öörni fe495f6bcc Added deferred fallback mode, which renders the G-buffer in 2 passes. 14 роки тому
  Lasse Öörni 80aee649df Re-enabled lit base pass optimization, with more careful checks to ensure proper rendering order. 14 роки тому
  Lasse Öörni 40c8306691 Added triple buffering option. On OpenGL it is a no-op. 14 роки тому
  Lasse Öörni f0ecda9785 Fixed numerical stability in Quaternion matrix constructor. 14 роки тому
  Lasse Öörni af2b4311dc Function name unification and cleanup. ChildElement -> Child. RootElement -> Root. ScriptedChildren -> ChildrenWithScript. 14 роки тому
  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. 14 роки тому