Commit History

Author SHA1 Message Date
  Lasse Öörni c3425334a3 Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276. 11 years ago
  Lasse Öörni 6d5ddc23e0 Bump the copyright for 2014. 12 years ago
  primitivewaste d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 years ago
  Lasse Öörni f9a6235f47 Added "refract" pass to default renderpaths. This has the rendered scene so far (opaque + sky) available in the environment texture unit. 12 years ago
  Lasse Öörni 42ae752d2d Allow BillboardSet / ParticleEmitter to choose whether billboards should face the camera or follow the node orientation. Closes #22. 12 years ago
  Wei Tjong Yao 02512cecf9 In order to move the out-of-source 'build' directory back to Urho3D project root directory, all the source codes sub-directories are now moved down one level to a new directory under project root called 'Source'. 12 years ago