Lasse Öörni
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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.
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11 years ago |
Yao Wei Tjong 姚伟忠
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f2c5f1573c
Minor typo fix on documentation. [ci skip]
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11 years ago |
Lasse Öörni
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f9ff9550bd
Added documentation on light brightness and negative lights.
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11 years ago |
Lasse Öörni
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814480fff5
Improved zone gradient documentation.
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11 years ago |
Lasse Öörni
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fb3306170e
Material quality, texture quality, texture filter mode and anisotropy level as engine startup parameters and command line options. Closes #241.
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11 years ago |
Lasse Öörni
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435ccc4f38
Fixed Box2D compile on Android. Added Box2D license to the root License.txt file.
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11 years ago |
Lasse Öörni
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45c2cb8a1e
Added note of URHO3D_API macro in the contribution instructions.
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11 years ago |
Lasse Öörni
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8663f44221
Added a guideline / checklist documentation page for contributing.
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11 years ago |
Lasse Öörni
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0cf91f489b
Changelog for upcoming release.
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11 years ago |
Lasse Öörni
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4c67f1b254
Added mention of the Urho2D components to Rendering page.
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11 years ago |
Lasse Öörni
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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.
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11 years ago |
Lasse Öörni
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2c255f7c53
More fixes for outdated documentation.
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12 years ago |
Lasse Öörni
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5a6a11c521
Minor documentation / comment fixes.
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12 years ago |
Lasse Öörni
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cc9e5e1994
Moved to XML based shader precache files. Refactored shader precaching code to its own class. Closes #199.
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12 years ago |
Lasse Öörni
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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.
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12 years ago |
Lasse Öörni
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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.
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12 years ago |
Lasse Öörni
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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.
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12 years ago |
Lasse Öörni
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6a760116ff
Added note on implementing scene logic, and that you should not subclass Node.
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12 years ago |
Lasse Öörni
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00cf05c2a2
Document what is unsafe in WorkQueue work functions.
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12 years ago |
Lasse Öörni
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cc6fd2c34a
Documented the built-in HEIGHTFOG shader define.
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12 years ago |
Lasse Öörni
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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.
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12 years ago |
Lasse Öörni
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381e9a04c3
Merge branch 'shader-refactor'
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12 years ago |
Lasse Öörni
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63bd03c6d6
Added document section on UI textures.
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12 years ago |
Lasse Öörni
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c683652b9d
Shader migration instructions.
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12 years ago |
Lasse Öörni
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b76823a317
Added height fog mode boolean to Zone. Apply height fog shaders automatically. Changed height fog parameters to be relative to the zone node.
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12 years ago |
Lasse Öörni
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66ab76611a
Minor documentation edit.
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12 years ago |
Lasse Öörni
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383e248b44
Updated documentation for techniques, shaders and renderpaths.
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12 years ago |
Lasse Öörni
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caf080ecbb
Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet.
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12 years ago |
aster2013
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e46a159ce0
Update documentation.
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12 years ago |
Lasse Öörni
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d2117ba01f
For now do not attempt to use 3D textures on OpenGL ES.
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12 years ago |