Lasse Öörni
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a5b035d886
Added possibility to run OpenGL mode without hardware DXT support (for severely broken drivers.)
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13 years ago |
Lasse Öörni
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7ed9a4815d
More complete multi-FBO implementation.
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14 years ago |
Lasse Öörni
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911f9e4c5b
Removed the "flush GPU" feature as it was causing erratic timing. The downside is increased input lag when vsync is on.
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14 years ago |
Lasse Öörni
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9e083f45c5
Updated to newest GLFW 3.0 revision. Fixes bugged UTF8 characters in window title in OpenGL mode.
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14 years ago |
Lasse Öörni
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cc3ee34f58
Increased occlusion buffer depth bias.
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14 years ago |
Lasse Öörni
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9e871c1987
Removed automatic viewport reset on setting rendertarget to eliminate redundant API calls. However Graphics::ResetRenderTargets() resets the viewport.
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14 years ago |
Lasse Öörni
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d34a73bfb9
Added full deferred rendering in addition to light pre-pass.
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14 years ago |
Lasse Öörni
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3be676f08c
Added stencil write mask support.
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14 years ago |
Lasse Öörni
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5541fc9d87
Resolve multisampled backbuffer for postprocessing. Not yet implemented on OpenGL.
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14 years ago |
Lasse Öörni
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cc97e7650e
On Direct3D9, return the INTZ format from GetDepthStencilFormat() if supported.
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14 years ago |
Lasse Öörni
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a3c6e580c3
Added Graphics::GetFloatFormat().
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14 years ago |
Lasse Öörni
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35c21f06d7
Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably.
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14 years ago |
Lasse Öörni
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8c14956ebe
Documentation update.
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14 years ago |
Lasse Öörni
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19b7286fce
On OpenGL, do not automatically create the readable hardware depth stencil texture, as it is only usable in light pre-pass rendering.
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14 years ago |
Lasse Öörni
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d607c59137
Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.)
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14 years ago |
Lasse Öörni
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486867cb6c
Added back the "view texture" feature to prevent the final rendertarget being possibly sampled during light pre-pass rendering.
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14 years ago |
Lasse Öörni
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c27ab40f7f
Check needed OpenGL extensions more carefully.
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14 years ago |
Lasse Öörni
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f9bfd4948f
Shader refactoring.
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14 years ago |
Lasse Öörni
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cbbf1a74f9
Fixed non-shadowed spotlights in light pre-pass rendering.
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14 years ago |
Lasse Öörni
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0fbb02b5b5
Create an INTZ depth buffer on Direct3D9 if possible.
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14 years ago |
Lasse Öörni
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fbdd44c3b8
Fixed comments.
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14 years ago |
Lasse Öörni
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6e51dffdeb
Updated readme.
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14 years ago |
Lasse Öörni
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90596a064a
Use a memory pool in OGLGraphics for discard lock buffers.
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14 years ago |
Lasse Öörni
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2f74622427
Converted DebugGeometry to use a vertex buffer instead of using immediate rendering.
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14 years ago |
Lasse Öörni
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0e84c54306
Added shader parameter register count information in the D3D shader file format.
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14 years ago |
Lasse Öörni
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80a6948b22
Large rendering architecture refactoring.
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14 years ago |
Lasse Öörni
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fe495f6bcc
Added deferred fallback mode, which renders the G-buffer in 2 passes.
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14 years ago |
Lasse Öörni
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514ef8966d
Fixed OpenGL path.
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14 years ago |
Lasse Öörni
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292ebed51f
Added initial fallback mode (no MRT, no hardware shadows.)
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14 years ago |
Lasse Öörni
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91500591c3
Reverted the previous shader parameter query optimization. Instead, added possibility to rehash a hashmap/hashset manually to a specified bucket count.
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14 years ago |