Commit History

作者 SHA1 備註 提交日期
  Lasse Öörni 987a168d9e Optimized away unnecessary structures from View. 13 年之前
  Lasse Öörni dbbf2f3310 Do not use octree query to find zone. Instead mark the drawable's zone inconclusive (temporary) if necessary. 13 年之前
  Lasse Öörni 5bc2c61d88 Reorganized Node, Component, Drawable & Camera member variables for more optimal access. 13 年之前
  Lasse Öörni 0804e9d4ec Sort drawable's lights only if necessary (over the maximum light count.) 14 年之前
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 年之前
  Lasse Öörni 75beda5f3a Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable. 14 年之前
  Lasse Öörni d53e808ece Fixed double-lighting bug in light pre-pass mode. 14 年之前
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. 14 年之前
  Lasse Öörni 23f4ba9710 Added more detailed documentation on light pre-pass rendering. 14 年之前
  Lasse Öörni f9bfd4948f Shader refactoring. 14 年之前
  Lasse Öörni bc5dd97e4b Allow 6 vertex lights. 14 年之前
  Lasse Öörni a51afb0631 Initial vertex lighting support. 14 年之前
  Lasse Öörni 1b08deec28 Fixed editor gizmo movement in local axes mode. 14 年之前
  Lasse Öörni 8a52455faa Added shadow mask feature, which allows selective shadow casting by different lights. 14 年之前
  Lasse Öörni 950e37beb1 Refactored raycast query handling in preparation to threading it. 14 年之前
  Lasse Öörni cccb072a3d Threaded light queries. 14 年之前
  Lasse Öörni aadc22f05a Changed WorkItem to a value type to make it easier to construct work queue tasks. 14 年之前
  Lasse Öörni f5bb9e5487 Work queue & octree reinsertion optimizations. 14 年之前
  Lasse Öörni f9d04676f8 Queue octree updates & reinsertions in a PODVector instead of a HashSet. 14 年之前
  Lasse Öörni 721885ba4a Divide geometry updates explicitly into main thread, worker threads, and none. 14 年之前
  Lasse Öörni c8089b1687 Initial work queue & multithreading support. 14 年之前
  Lasse Öörni 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. 14 年之前
  Lasse Öörni 9d077e78a8 Code cleanup. 14 年之前
  Lasse Öörni bdc29caebd Reverted to AngelScript 2.21.1 because of crash with VariantMap. 14 年之前
  Lasse Öörni 2fc9d75b9a Rewritten zone query handling. 14 年之前
  Lasse Öörni 00cca6b83c Zone system refactoring. Now objects check which zone they're in, for per-object ambient light and fog settings. 14 年之前
  Lasse Öörni eba23029c0 Fixed maxLights not exposed to script. 14 年之前
  Lasse Öörni 7f7e8b970d Added subgeometry centers to the model format for proper sorting of transparent geometries. 14 年之前
  Lasse Öörni 589c0ee141 Expanded the lit base pass optimization to cover also the first spot or point light affecting a drawable. 14 年之前
  Lasse Öörni 80a6948b22 Large rendering architecture refactoring. 14 年之前