Lasse Öörni
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e68c051a35
Added rest of geometry types. Closes #413.
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11 år sedan |
Lasse Öörni
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8463393377
Initial resource background loading API and implementation. Background loading-capable implementation for textures (load image in background thread, upload image to GPU in main thread), other resources todo.
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11 år sedan |
Lasse Öörni
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e82b3d53a1
Added support for zones defining a texture (either cube or 3D), that will be available in pixel shaders when rendering objects inside the zone.
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11 år sedan |
Lasse Öörni
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3d649a9f19
Fix calculating fullscreen resolution error metric. Closes #399.
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11 år sedan |
Aster@中国上海
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80ce8a2a7c
Add ParticleEffect class.
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11 år sedan |
Lasse Öörni
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1229b6cf1d
Instead of reverting to windowed if exact resolution match not found, use closest matching fullscreen resolution in Graphics::SetMode().
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11 år sedan |
Lasse Öörni
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223f98451a
Change OpenGL pixel store settings to happen immediately after context creation. Otherwise crash could result when restoring texture data. Fixes #344.
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11 år sedan |
Lasse Öörni
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981b5bcac4
Use viewport sized intermediate rendertargets so that pixels outside the viewport never leak into post-processing. Added viewport multiplier mode to renderpath definition. Closes #265.
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11 år sedan |
Lasse Öörni
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210b295f81
Removed duplicate code from shadow map setup.
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11 år sedan |
Lasse Öörni
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76d5ffdcf8
On OS X + Intel, use dummy color textures for shadow maps to work around a driver bug. Fixes #225.
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11 år sedan |
aster
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4f8545f061
When external window exist, set alpha size to 8, fix issue #310. [ci skip]
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11 år sedan |
Yao Wei Tjong 姚伟忠
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46285baf97
Refactor build scripts to group Urho3D specific build option.
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11 år sedan |
Lasse Öörni
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f7b99ecdee
Added Matrix types to Variant. Added ToString() to Matrix types. Added Matrix getters/setters to XMLElement. Added ToMatrix string conversion functions. Added possibility to assign shader parameters from Matrix variants. Fixed missing setting of Color variant shader parameter on Direct3D9.
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11 år sedan |
Lasse Öörni
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35195939c1
Exposed allowed screen orientations (effective on iOS only currently) and the flush GPU setting as engine startup parameters.
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11 år sedan |
Lasse Öörni
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02e543ba5c
Support for per-pixel negative lights. Added BLEND_SUBTRACT & BLEND_SUBTRACTALPHA blend modes. Light code cleanup.
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11 år sedan |
Lasse Öörni
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4d15a2c09b
Report correct window size in the screen mode event if maximizing the window on startup. Closes #247.
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11 år sedan |
aster2013
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9b31d29a54
Add GetFullName in ShaderVariation, make code more clear.
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12 år sedan |
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 år sedan |
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 år sedan |
Lasse Öörni
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c3c177525d
Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166.
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12 år sedan |
Lasse Öörni
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ea334e4393
Merge branch 'master' into shader-refactor
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12 år sedan |
Lasse Öörni
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6d5ddc23e0
Bump the copyright for 2014.
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12 år sedan |
Lasse Öörni
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5062dbba42
Sanitate screenshot name in the samples to ensure saving it succeeds. Prepend the executable path properly. Flip image in OpenGL Graphics::TakeScreenShot() instead of having the user to do it.
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12 år sedan |
Lasse Öörni
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417e62f106
Detect deferred light volume batch and subtract camera position only in that case to allow the pixel shader light parameters (light position, shadow matrices etc.) to also be used in forward rendering if necessary.
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12 år sedan |
primitivewaste
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 år sedan |
Lasse Öörni
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76292ef63e
Centralize allocation of event data variant maps to Context to avoid constant dynamic memory allocation.
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12 år sedan |
Lasse Öörni
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39e13d49c8
Renamed the plane intercept parameter to "d" and reversed its sign so that it fits the conventional plane formula ax + by + cz + d = 0.
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12 år sedan |
Lasse Öörni
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20b67638e3
Hack fix for render-to-texture failing on iOS.
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12 år sedan |
Lasse Öörni
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7d4d956691
Check if GLES2 device supports 24-bit depth texture, or 24/8-bit depth+stencil through extensions.
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12 år sedan |
Lasse Öörni
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d723bef62b
On OpenGL ES 2.0, create depth renderbuffers in explicit GL_DEPTH_COMPONENT16 format, as GL_DEPTH_COMPONENT is unsupported on some devices. Possibly a fix for #140.
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12 år sedan |