Lasse Öörni
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987a168d9e
Optimized away unnecessary structures from View.
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13 年之前 |
Lasse Öörni
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dbbf2f3310
Do not use octree query to find zone. Instead mark the drawable's zone inconclusive (temporary) if necessary.
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13 年之前 |
Lasse Öörni
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5bc2c61d88
Reorganized Node, Component, Drawable & Camera member variables for more optimal access.
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13 年之前 |
Lasse Öörni
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0804e9d4ec
Sort drawable's lights only if necessary (over the maximum light count.)
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14 年之前 |
Lasse Öörni
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cc3ee34f58
Increased occlusion buffer depth bias.
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14 年之前 |
Lasse Öörni
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75beda5f3a
Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable.
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14 年之前 |
Lasse Öörni
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d53e808ece
Fixed double-lighting bug in light pre-pass mode.
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14 年之前 |
Lasse Öörni
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c4e569879d
Restored the optional lit base pass optimization, but with the limitation of no ambient gradient.
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14 年之前 |
Lasse Öörni
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23f4ba9710
Added more detailed documentation on light pre-pass rendering.
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14 年之前 |
Lasse Öörni
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f9bfd4948f
Shader refactoring.
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14 年之前 |
Lasse Öörni
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bc5dd97e4b
Allow 6 vertex lights.
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14 年之前 |
Lasse Öörni
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a51afb0631
Initial vertex lighting support.
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14 年之前 |
Lasse Öörni
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1b08deec28
Fixed editor gizmo movement in local axes mode.
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14 年之前 |
Lasse Öörni
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8a52455faa
Added shadow mask feature, which allows selective shadow casting by different lights.
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14 年之前 |
Lasse Öörni
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950e37beb1
Refactored raycast query handling in preparation to threading it.
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14 年之前 |
Lasse Öörni
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cccb072a3d
Threaded light queries.
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14 年之前 |
Lasse Öörni
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aadc22f05a
Changed WorkItem to a value type to make it easier to construct work queue tasks.
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14 年之前 |
Lasse Öörni
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f5bb9e5487
Work queue & octree reinsertion optimizations.
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14 年之前 |
Lasse Öörni
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f9d04676f8
Queue octree updates & reinsertions in a PODVector instead of a HashSet.
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14 年之前 |
Lasse Öörni
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721885ba4a
Divide geometry updates explicitly into main thread, worker threads, and none.
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14 年之前 |
Lasse Öörni
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c8089b1687
Initial work queue & multithreading support.
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14 年之前 |
Lasse Öörni
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353270e6c7
UpdateDistance() / UpdateGeometry() refactoring. LOD levels are calculated in UpdateDistance(), while UpdateGeometry() is strictly used for preparing GPU resources, and is called after culling and preparing batches.
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14 年之前 |
Lasse Öörni
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9d077e78a8
Code cleanup.
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14 年之前 |
Lasse Öörni
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bdc29caebd
Reverted to AngelScript 2.21.1 because of crash with VariantMap.
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14 年之前 |
Lasse Öörni
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2fc9d75b9a
Rewritten zone query handling.
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14 年之前 |
Lasse Öörni
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00cca6b83c
Zone system refactoring. Now objects check which zone they're in, for per-object ambient light and fog settings.
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14 年之前 |
Lasse Öörni
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eba23029c0
Fixed maxLights not exposed to script.
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14 年之前 |
Lasse Öörni
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7f7e8b970d
Added subgeometry centers to the model format for proper sorting of transparent geometries.
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14 年之前 |
Lasse Öörni
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589c0ee141
Expanded the lit base pass optimization to cover also the first spot or point light affecting a drawable.
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14 年之前 |
Lasse Öörni
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80a6948b22
Large rendering architecture refactoring.
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14 年之前 |