Commit History

Author SHA1 Message Date
  Lasse Öörni 132847926d Do not unnecessarily calculate batch sort key or choose shaders for instanced batches. 13 years ago
  Lasse Öörni c48f640a18 Changed several structures to HashMap / HashSet for better performance. 13 years ago
  Lasse Öörni 139ef6d6e2 Removed the light to light queue map. Instead store the light queue pointer directly to the light. 13 years ago
  Lasse Öörni 832ad7ebb0 Code cleanup. 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 d34a73bfb9 Added full deferred rendering in addition to light pre-pass. 14 years ago
  Lasse Öörni 9fc3d48c12 Changed Viewport to be a reference-counted object. 14 years ago
  Lasse Öörni 55ce257a9c Initial postprocessing implementation. Reimplemented the FXAA edge filter using it. 14 years ago
  Lasse Öörni 1f45d256f4 Time-based removal of unused occlusion and screen buffers. 14 years ago
  Lasse Öörni 2b553167b9 Fixed OpenGL rendering. 14 years ago
  Lasse Öörni 75096fe6f9 Refactored screen-size rendertarget allocation in preparation for postprocessing. 14 years ago
  Lasse Öörni c77dc68bc8 Doxygen formatting fix. 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 cbe84013ad Code cleanup in Renderer::Update(). 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 f564e2bc83 Documentation update. 14 years ago
  Lasse Öörni b2fae0ccb4 Added FXAA edge filter. 14 years ago
  Lasse Öörni 4beeb72cd2 Disregard normals in billboard vertex lighting. 14 years ago
  Lasse Öörni f9bfd4948f Shader refactoring. 14 years ago
  Lasse Öörni fefa7bf6cd Initial light pre-pass rendering. Lighting not rendered yet. 14 years ago
  Lasse Öörni b90ceaf4d1 Initial preparation for light pre-pass rendering. 14 years ago
  Lasse Öörni a69b8b7568 Fixed vertex lighting shader variation names. 14 years ago
  Lasse Öörni a51afb0631 Initial vertex lighting support. 14 years ago
  Lasse Öörni 1b08deec28 Fixed editor gizmo movement in local axes mode. 14 years ago
  Lasse Öörni b204b2031d Removed directional light shadowcaster occlusion for potentially taking much CPU time for relatively little gain, and/or being inaccurate. 14 years ago
  Lasse Öörni 6b504a0b21 Refactored occlusion buffer allocation to be thread-safe. Thread queries for directional shadowed lights as well. 14 years ago
  Lasse Öörni cccb072a3d Threaded light queries. 14 years ago
  Lasse Öörni 0be37e8495 Shader refactoring. Forward shader split to Ambient, BlinnPhong, Unlit & Volumetric. 14 years ago
  Lasse Öörni 7e4bc727b4 Cleaned up Batch & instancing code. BatchGroup inherits from Batch to reduce unnecessary copying of values. 14 years ago