Historial de Commits

Autor SHA1 Mensaje Fecha
  Lasse Öörni 7331120bac Fixed ragdoll bounding box not updating. hace 13 años
  Lasse Öörni 48190acfca Eliminated most virtual function calls from getting Drawable batches. hace 13 años
  Lasse Öörni 987a168d9e Optimized away unnecessary structures from View. hace 13 años
  Lasse Öörni dbbf2f3310 Do not use octree query to find zone. Instead mark the drawable's zone inconclusive (temporary) if necessary. hace 13 años
  Lasse Öörni 5bc2c61d88 Reorganized Node, Component, Drawable & Camera member variables for more optimal access. hace 13 años
  Lasse Öörni 7a06dc73e5 Avoid Component::GetWorldTransform() and related functions where possible to avoid extra indirection and function call. hace 13 años
  Lasse Öörni 91f6f87472 Explicitly mark changed nodes to avoid going through the whole scene in PrepareNetworkUpdate(). hace 13 años
  Lasse Öörni 8d30afc776 Process multiple shadow splits as threaded work items. hace 13 años
  Lasse Öörni 1a9dced05b Updated to AngelScript 2.23.1 WIP. hace 13 años
  Lasse Öörni a85817a355 Reverted to joint world space positioning for reliability. hace 13 años
  Lasse Öörni 1f89e97116 Insert drawable into the proper octant (instead of root) immediately when OnNodeSet() is called. hace 14 años
  Lasse Öörni b7f5a6c997 Reverted use of HashSet in Octree for updates & reinsertions. Instead use vectors of weak pointers to Drawables to require no explicit cleanup when removed. hace 14 años
  Lasse Öörni 0804e9d4ec Sort drawable's lights only if necessary (over the maximum light count.) hace 14 años
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. hace 14 años
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. hace 14 años
  Lasse Öörni 75beda5f3a Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable. hace 14 años
  Lasse Öörni d53e808ece Fixed double-lighting bug in light pre-pass mode. hace 14 años
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. hace 14 años
  Lasse Öörni f9bfd4948f Shader refactoring. hace 14 años
  Lasse Öörni 04a7049bdf Slight optimizations in light-related operations. hace 14 años
  Lasse Öörni 7cb8985e05 Convert to vertex lights when pixel light count exceeded. hace 14 años
  Lasse Öörni a51afb0631 Initial vertex lighting support. hace 14 años
  Lasse Öörni 5cf7e09324 Added Octree raycast that returns only a single drawable result. hace 14 años
  Lasse Öörni 8a52455faa Added shadow mask feature, which allows selective shadow casting by different lights. hace 14 años
  Lasse Öörni 8a57a3ee18 Threaded ray query. hace 14 años
  Lasse Öörni 950e37beb1 Refactored raycast query handling in preparation to threading it. hace 14 años
  Lasse Öörni f5bb9e5487 Work queue & octree reinsertion optimizations. hace 14 años
  Lasse Öörni f9d04676f8 Queue octree updates & reinsertions in a PODVector instead of a HashSet. hace 14 años
  Lasse Öörni 353270e6c7 UpdateDistance() / UpdateGeometry() refactoring. LOD levels are calculated in UpdateDistance(), while UpdateGeometry() is strictly used for preparing GPU resources, and is called after culling and preparing batches. hace 14 años
  Lasse Öörni 9d077e78a8 Code cleanup. hace 14 años