Lasse Öörni
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6bfcc28010
Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows.
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11 years ago |
Lasse Öörni
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0bcb95e6a2
Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present.
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12 years ago |
Lasse Öörni
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c0d669ede3
Simplified renderpath depth stencil management, by ensuring that Renderer does not allocate multiple depth buffers of the same size.
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13 years ago |
Lasse Öörni
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7d930b62f8
Added missing specular mapped material techniques.
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13 years ago |