Lasse Öörni
|
e6fe0d6cf0
Removed convenience GetWorldTransform() from Component to make it explicit that an indirection to the parent node is being made.
|
13 years ago |
Lasse Öörni
|
132847926d
Do not unnecessarily calculate batch sort key or choose shaders for instanced batches.
|
13 years ago |
Lasse Öörni
|
e1bd04e5dd
Store batch groups into a HashMap for slightly better performance.
|
13 years ago |
Lasse Öörni
|
af7c5a53fb
Renamed GetData() to Data() in the Math library.
|
14 years ago |
Lasse Öörni
|
0b7e840a30
Restored fullscreen quad method for deferred screen clear for some FPS gain.
|
14 years ago |
Lasse Öörni
|
cc3ee34f58
Increased occlusion buffer depth bias.
|
14 years ago |
Lasse Öörni
|
f0951eed31
Simplified the FogParams shader parameter.
|
14 years ago |
Lasse Öörni
|
7075513957
Cleaned up bloom shader code.
|
14 years ago |
Lasse Öörni
|
d76c21c4f2
Fixed postprocess rendertarget allocation divisor mode to use the viewport size, not the whole rendertarget.
|
14 years ago |
Lasse Öörni
|
1f45d256f4
Time-based removal of unused occlusion and screen buffers.
|
14 years ago |
Lasse Öörni
|
907c1670e3
Removed the G-buffer size restriction. A G-buffer matching the dimensions of the rendertarget will be allocated on demand.
|
14 years ago |
Lasse Öörni
|
194e0f567c
Fixed shader parameter overwrite with non-shadowed spot lights.
|
14 years ago |
Lasse Öörni
|
7b293186cf
Fixed point light shader parameter overwrite.
|
14 years ago |
Lasse Öörni
|
de2d2f58c9
Removed explicit HLSL register allocations to allow for defining more custom shader parameters.
|
14 years ago |
Lasse Öörni
|
35c21f06d7
Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably.
|
14 years ago |
Lasse Öörni
|
b9e62689f2
Freed up pixel shader uniforms.
|
14 years ago |
Lasse Öörni
|
dec13dac7a
Draw render-to-texture views upside down on OpenGL so that they match the UV coordinates of regular textures.
|
14 years ago |
Lasse Öörni
|
c4e569879d
Restored the optional lit base pass optimization, but with the limitation of no ambient gradient.
|
14 years ago |
Lasse Öörni
|
c27ab40f7f
Check needed OpenGL extensions more carefully.
|
14 years ago |
Lasse Öörni
|
6927daf567
Combined G-buffer shader interpolated variables.
|
14 years ago |
Lasse Öörni
|
f9bfd4948f
Shader refactoring.
|
14 years ago |
Lasse Öörni
|
cbbf1a74f9
Fixed non-shadowed spotlights in light pre-pass rendering.
|
14 years ago |
Lasse Öörni
|
7e3be41dfb
More fixes to light pre-pass light volume rendering.
|
14 years ago |
Lasse Öörni
|
2f48b9bbe4
Deferred shadow/spot matrices fix.
|
14 years ago |
Lasse Öörni
|
ceee03d828
Light rendering fixes.
|
14 years ago |
Lasse Öörni
|
fefa7bf6cd
Initial light pre-pass rendering. Lighting not rendered yet.
|
14 years ago |
Lasse Öörni
|
abf00cafa9
Merged pixel shader uniforms.
|
14 years ago |
Lasse Öörni
|
998333b4b5
Fixed GCC build.
|
14 years ago |
Lasse Öörni
|
3cf25e801a
Do not use "camera centered" coordinates for light calculations.
|
14 years ago |
Lasse Öörni
|
bc5dd97e4b
Allow 6 vertex lights.
|
14 years ago |