Commit History

Author SHA1 Message Date
  Lasse Öörni 907c1670e3 Removed the G-buffer size restriction. A G-buffer matching the dimensions of the rendertarget will be allocated on demand. 14 years ago
  Lasse Öörni 75beda5f3a Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable. 14 years ago
  Lasse Öörni 3e2f8e72c8 Comment cleanup. 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 194e0f567c Fixed shader parameter overwrite with non-shadowed spot lights. 14 years ago
  Lasse Öörni 7f2f278c58 Added Scene::Instantiate() & Scene::InstantiateXML(), which load a partial scene from binary or XML. 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 8fcba14bfb Disable light buffer optimization if opaque objects with zero lightmask exist. 14 years ago
  Lasse Öörni bea4a7d9f6 Use replace blend mode for the first light volume, and skip light buffer clear if applicable. 14 years ago
  Lasse Öörni ff3f24017d For slight optimization, use a stenciled fullscreen quad to clear the rendertarget in light pre-pass mode. 14 years ago
  Lasse Öörni 51cf76b99a Renamed SetLinkedDepthBuffer() -> SetLinkedDepthStencil(). 14 years ago
  Lasse Öörni 8c14956ebe Documentation 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 c334b471e0 Exposed texture formats to script. 14 years ago
  Lasse Öörni 5dd9673112 Moved debug geometry rendering before possible framebuffer blit so that it will be properly depth tested in all cases. 14 years ago
  Lasse Öörni b7c0187bae Code cleanup. 14 years ago
  Lasse Öörni b2fae0ccb4 Added FXAA edge filter. 14 years ago
  Lasse Öörni 6b94f902c7 Better check for whether vertex lights have been processed. 14 years ago
  Lasse Öörni d53e808ece Fixed double-lighting bug in light pre-pass mode. 14 years ago
  Lasse Öörni e4ab3b3b1f Fixed UI not being rendered correctly if multiple 3D viewports active. 14 years ago
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. 14 years ago
  Lasse Öörni 0626f46fa8 Fixed missing light pre-pass rendering on OS X by not binding the light buffer to the same texture unit as the shadow map. Unbind buffer textures after use. 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 e5dca926cb Fixed possible negative specular lighting in OpenGL mode. 14 years ago
  Lasse Öörni c27ab40f7f Check needed OpenGL extensions more carefully. 14 years ago
  Lasse Öörni 8de93e90ad Removed unused shader code. 14 years ago
  Lasse Öörni 7008b59d96 Fixed missing null initialization for vertex light queue. 14 years ago
  Lasse Öörni 644c37a099 Mark light masks to G-buffer stencil for light culling. 14 years ago
  Lasse Öörni 4beeb72cd2 Disregard normals in billboard vertex lighting. 14 years ago