Lasse Öörni
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26fa24ed01
Re-added support for varying shadow intensity on OpenGL ES, as the calculation is not very complex.
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13 years ago |
Lasse Öörni
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f0b6d55b28
Enclosed Urho3D classes inside Urho3D namespace to avoid clashes with external libraries.
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13 years ago |
Lasse Öörni
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c64dfb114e
Added back polygon fill mode.
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13 years ago |
Lasse Öörni
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312ddc0242
Added repeat flag to delayed method calls.
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13 years ago |
Lasse Öörni
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ea2f6e967a
Added DelayedStart() script object method to work around missing child scene nodes during Start().
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13 years ago |
Lasse Öörni
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3d4eb6bdc8
Event refactoring. Removed the concept of targeted events and a Node forwarding a targeted event to all components, which was used only for physics node collision events. Now the node will instead send the collision event, and it can be explicitly subscribed to.
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13 years ago |
Lasse Öörni
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3b67320a49
Added animation trigger event system.
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13 years ago |
Lasse Öörni
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e7935ffaf6
Documented the new attribute flags.
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13 years ago |
Lasse Öörni
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9557eb64b4
Added note about moving triangle mesh collision shapes.
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13 years ago |
Lasse Öörni
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481fbfa220
Added visible OS mouse cursor mode. When used with an external window, this is the only supported mode, as SDL does not control the cursor visibility of an external window.
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13 years ago |
Lasse Öörni
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170ee77019
To avoid confusion when to use what, and as the performance is usually better, use only HashMap & HashSet instead of Map & Set.
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13 years ago |
Lasse Öörni
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073347c950
AABB-test physics geometry before adding it to the debug renderer.
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13 years ago |
Lasse Öörni
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478a5af9d1
Allow defining depth bias for materials.
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13 years ago |
Lasse Öörni
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42b9cbc158
Cleaned up terrain code.
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13 years ago |
Lasse Öörni
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83487ac88f
Further ShaderParser optimization.
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13 years ago |
Lasse Öörni
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d18baaff87
Reverted back to 4 sample shadow mapping on OpenGL ES, but limited directional light cascades to 2.
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13 years ago |
Lasse Öörni
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bb821f2a3c
Reverted the split fade optimization.
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13 years ago |
Lasse Öörni
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e8d549ef7e
Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering.
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13 years ago |
Lasse Öörni
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38fd976aa9
Fixed potential infinite loop when setting morphs.
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13 years ago |
Lasse Öörni
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c9bdf9eb35
Added function to redetect joysticks.
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13 years ago |
Lasse Öörni
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613e3e94f9
Allocate nested script execution contexts on demand.
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13 years ago |
Lasse Öörni
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5507b006be
Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders.
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13 years ago |
Lasse Öörni
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2b5e656d79
Documentation update.
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13 years ago |
Lasse Öörni
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d7d599be7b
Added loading of ETC1 compressed textures on mobile devices. These need to be stored inside .ktx files.
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13 years ago |
Lasse Öörni
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178b6e351e
Added documentation on the application activation state and mobile devices.
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13 years ago |
Lasse Öörni
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e1a1c974e5
Initial iOS support.
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13 years ago |
Lasse Öörni
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5d55c0959d
Re-added the alpha masking hint to give priority to fully opaque materials.
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13 years ago |
Lasse Öörni
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5ed1f86b27
Added note about the stencil buffer on OpenGL ES 2.
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13 years ago |
Lasse Öörni
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02738d055e
Renamed Android package and added instructions on how to replace it with application-specific package name.
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13 years ago |
Lasse Öörni
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3e7882093a
Disabled all stencil operations on OpenGL ES for now, as the OES packed depth stencil isn't tested for or used yet.
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13 years ago |