Commit History

Author SHA1 Message Date
  Lasse Öörni e6fe0d6cf0 Removed convenience GetWorldTransform() from Component to make it explicit that an indirection to the parent node is being made. 13 years ago
  Lasse Öörni 132847926d Do not unnecessarily calculate batch sort key or choose shaders for instanced batches. 13 years ago
  Lasse Öörni ecdfec3e80 Small optimization to drawable collecting. 13 years ago
  Lasse Öörni 25fa4a2926 Optimized drawables' view space Z range calculation. 13 years ago
  Lasse Öörni b4330ccc46 Optimized CheckVisibilityWork. 13 years ago
  Lasse Öörni 092c6e5bb5 Correct the minimum Z if no geometries at all. 13 years ago
  Lasse Öörni 987a168d9e Optimized away unnecessary structures from View. 13 years ago
  Lasse Öörni dbbf2f3310 Do not use octree query to find zone. Instead mark the drawable's zone inconclusive (temporary) if necessary. 13 years ago
  Lasse Öörni 3bec77f823 More descriptive profiler block names. 13 years ago
  Lasse Öörni df4cd6214d Ensure existence of default material by dynamically creating it if necessary. 13 years ago
  Lasse Öörni 19f604d105 Removed unnecessary if statement. 13 years ago
  Lasse Öörni 79a59c2e72 Moved the lit base pass check earlier for improved forward rendering performance with large object count. 13 years ago
  Lasse Öörni 50653416da Reverted earlier shadow split refactoring due to unnecessary shadowcasters being rendered. 13 years ago
  Lasse Öörni 00522a44a7 Optimized GetBatch() in StaticModel & AnimatedModel by caching the current LOD geometries into a flat array. 13 years ago
  Lasse Öörni 504ffaa93d Code cleanup. 13 years ago
  Lasse Öörni 91f6f87472 Explicitly mark changed nodes to avoid going through the whole scene in PrepareNetworkUpdate(). 13 years ago
  Lasse Öörni 9635059778 Sort light and shadow batches as separate work items to optimize for large object count. 13 years ago
  Lasse Öörni ee39c40667 Fixed crash when point light shadow query was incorrectly threaded. 13 years ago
  Lasse Öörni 0380c2d403 Moved a compare outside the OctreeQuery inner loop. 13 years ago
  Lasse Öörni 2bde036977 Moved drawable iteration inside the OctreeQuery virtual function. 13 years ago
  Lasse Öörni 0937a62115 Octree query micro-optimizations. 13 years ago
  Lasse Öörni 5d069ec2a1 Process the first shadow map split without going through the work queue. 13 years ago
  Lasse Öörni 8d30afc776 Process multiple shadow splits as threaded work items. 13 years ago
  Lasse Öörni c710fb4ef6 Further optimization of network updates. Use a HashMap to store replicated and local nodes and components separately. Query depended on scene nodes only once per network frame, not per user. Cache the network attribute infos to Serializable. 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 97142c1db1 Eliminated n^2 algorithms from event subscribing and octree updates. 13 years ago
  Lasse Öörni 66f3fd4097 Added function to get API-independent projection matrix. 13 years ago
  Lasse Öörni 265d59dfb0 Use occlusion for coarse culling of octants before testing drawable occlusion in worker threads. 13 years ago
  Lasse Öörni 6c1536627e Refactor of the OctreeQuery class. Use a separate subclass for shadowcaster-only queries. 13 years ago
  Lasse Öörni fec5d379fd Re-added camera frustum & projection matrix caching. 13 years ago