Commit History

Author SHA1 Message Date
  Lasse Öörni a5b035d886 Added possibility to run OpenGL mode without hardware DXT support (for severely broken drivers.) 13 years ago
  Lasse Öörni 7ed9a4815d More complete multi-FBO implementation. 14 years ago
  Lasse Öörni 911f9e4c5b Removed the "flush GPU" feature as it was causing erratic timing. The downside is increased input lag when vsync is on. 14 years ago
  Lasse Öörni 9e083f45c5 Updated to newest GLFW 3.0 revision. Fixes bugged UTF8 characters in window title in OpenGL mode. 14 years ago
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 years ago
  Lasse Öörni 9e871c1987 Removed automatic viewport reset on setting rendertarget to eliminate redundant API calls. However Graphics::ResetRenderTargets() resets the viewport. 14 years ago
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. 14 years ago
  Lasse Öörni 3be676f08c Added stencil write mask support. 14 years ago
  Lasse Öörni 5541fc9d87 Resolve multisampled backbuffer for postprocessing. Not yet implemented on OpenGL. 14 years ago
  Lasse Öörni cc97e7650e On Direct3D9, return the INTZ format from GetDepthStencilFormat() if supported. 14 years ago
  Lasse Öörni a3c6e580c3 Added Graphics::GetFloatFormat(). 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 8c14956ebe Documentation update. 14 years ago
  Lasse Öörni 19b7286fce On OpenGL, do not automatically create the readable hardware depth stencil texture, as it is only usable in light pre-pass rendering. 14 years ago
  Lasse Öörni d607c59137 Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.) 14 years ago
  Lasse Öörni 486867cb6c Added back the "view texture" feature to prevent the final rendertarget being possibly sampled during light pre-pass rendering. 14 years ago
  Lasse Öörni c27ab40f7f Check needed OpenGL extensions more carefully. 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 0fbb02b5b5 Create an INTZ depth buffer on Direct3D9 if possible. 14 years ago
  Lasse Öörni fbdd44c3b8 Fixed comments. 14 years ago
  Lasse Öörni 6e51dffdeb Updated readme. 14 years ago
  Lasse Öörni 90596a064a Use a memory pool in OGLGraphics for discard lock buffers. 14 years ago
  Lasse Öörni 2f74622427 Converted DebugGeometry to use a vertex buffer instead of using immediate rendering. 14 years ago
  Lasse Öörni 0e84c54306 Added shader parameter register count information in the D3D shader file format. 14 years ago
  Lasse Öörni 80a6948b22 Large rendering architecture refactoring. 14 years ago
  Lasse Öörni fe495f6bcc Added deferred fallback mode, which renders the G-buffer in 2 passes. 14 years ago
  Lasse Öörni 514ef8966d Fixed OpenGL path. 14 years ago
  Lasse Öörni 292ebed51f Added initial fallback mode (no MRT, no hardware shadows.) 14 years ago
  Lasse Öörni 91500591c3 Reverted the previous shader parameter query optimization. Instead, added possibility to rehash a hashmap/hashset manually to a specified bucket count. 14 years ago