Commit History

Author SHA1 Message Date
  Lasse Öörni 1d9d0a5736 Synchronize keycode constants with SDL. This changes some constants, like NUMPAD -> KP_. Added SDL scancode constants. Added polling of keys by scancodes, and scancodes into key events. Added conversion functions from keycode to scancode and vice versa, and functions to get key names. Closes #254. 11 years ago
  Yao Wei Tjong 姚伟忠 f2c5f1573c Minor typo fix on documentation. [ci skip] 11 years ago
  Lasse Öörni f9ff9550bd Added documentation on light brightness and negative lights. 11 years ago
  Lasse Öörni 814480fff5 Improved zone gradient documentation. 11 years ago
  Lasse Öörni fb3306170e Material quality, texture quality, texture filter mode and anisotropy level as engine startup parameters and command line options. Closes #241. 11 years ago
  Lasse Öörni 435ccc4f38 Fixed Box2D compile on Android. Added Box2D license to the root License.txt file. 11 years ago
  Lasse Öörni 45c2cb8a1e Added note of URHO3D_API macro in the contribution instructions. 11 years ago
  Lasse Öörni 8663f44221 Added a guideline / checklist documentation page for contributing. 11 years ago
  Lasse Öörni 0cf91f489b Changelog for upcoming release. 11 years ago
  Lasse Öörni 4c67f1b254 Added mention of the Urho2D components to Rendering page. 11 years ago
  Lasse Öörni bfd968f9d7 Removed the base batch / non-base batch separation from BatchGroup. This is only needed for light queues, so rather have LightBatchQueue have separate queues for base & non-base. 11 years ago
  Lasse Öörni 2c255f7c53 More fixes for outdated documentation. 12 years ago
  Lasse Öörni 5a6a11c521 Minor documentation / comment fixes. 12 years ago
  Lasse Öörni cc9e5e1994 Moved to XML based shader precache files. Refactored shader precaching code to its own class. Closes #199. 12 years ago
  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 years ago
  Lasse Öörni 47836474e2 Variant pointer refactoring. Variant can now hold a weak pointer to a RefCounted object, which is safer, and is returned using GetPtr(). Engine events have been converted to use that mechanism. GetPtr() is also directly available in AngelScript, as well as assigning a RefCounted or derived class handle to a Variant. 12 years ago
  Lasse Öörni 4c02e19352 Increased the OpenGL ES constant depth bias adjustment to reduce self-shadowing artifacts. Do not use cascaded shadow mapping on OpenGL ES, so that the low quality shadow mode can avoid dependent texture reads altogether for much higher performance on iOS. Updated documentation of the GetPlatform() function. 12 years ago
  Lasse Öörni 6a760116ff Added note on implementing scene logic, and that you should not subclass Node. 12 years ago
  Lasse Öörni 00cf05c2a2 Document what is unsafe in WorkQueue work functions. 12 years ago
  Lasse Öörni cc6fd2c34a Documented the built-in HEIGHTFOG shader define. 12 years ago
  Lasse Öörni 809efdb4c6 Added the concept of persistent target in renderpath, which are not mixed in the rendertarget pool with other textures of same size & format. Used for the AutoExposure previous frame luminance. 12 years ago
  Lasse Öörni 381e9a04c3 Merge branch 'shader-refactor' 12 years ago
  Lasse Öörni 63bd03c6d6 Added document section on UI textures. 12 years ago
  Lasse Öörni c683652b9d Shader migration instructions. 12 years ago
  Lasse Öörni b76823a317 Added height fog mode boolean to Zone. Apply height fog shaders automatically. Changed height fog parameters to be relative to the zone node. 12 years ago
  Lasse Öörni 66ab76611a Minor documentation edit. 12 years ago
  Lasse Öörni 383e248b44 Updated documentation for techniques, shaders and renderpaths. 12 years ago
  Lasse Öörni caf080ecbb Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet. 12 years ago
  aster2013 e46a159ce0 Update documentation. 12 years ago
  Lasse Öörni d2117ba01f For now do not attempt to use 3D textures on OpenGL ES. 12 years ago