Lasse Öörni
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ee39c40667
Fixed crash when point light shadow query was incorrectly threaded.
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13 years ago |
Lasse Öörni
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0380c2d403
Moved a compare outside the OctreeQuery inner loop.
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13 years ago |
Lasse Öörni
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2bde036977
Moved drawable iteration inside the OctreeQuery virtual function.
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13 years ago |
Lasse Öörni
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0937a62115
Octree query micro-optimizations.
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13 years ago |
Lasse Öörni
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5d069ec2a1
Process the first shadow map split without going through the work queue.
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13 years ago |
Lasse Öörni
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8d30afc776
Process multiple shadow splits as threaded work items.
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13 years ago |
Lasse Öörni
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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.
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13 years ago |
Lasse Öörni
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139ef6d6e2
Removed the light to light queue map. Instead store the light queue pointer directly to the light.
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13 years ago |
Lasse Öörni
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97142c1db1
Eliminated n^2 algorithms from event subscribing and octree updates.
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13 years ago |
Lasse Öörni
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66f3fd4097
Added function to get API-independent projection matrix.
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13 years ago |
Lasse Öörni
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265d59dfb0
Use occlusion for coarse culling of octants before testing drawable occlusion in worker threads.
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13 years ago |
Lasse Öörni
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6c1536627e
Refactor of the OctreeQuery class. Use a separate subclass for shadowcaster-only queries.
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13 years ago |
Lasse Öörni
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fec5d379fd
Re-added camera frustum & projection matrix caching.
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13 years ago |
Lasse Öörni
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dd28073cfc
Optimized shadowed point light shadowcaster queries.
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13 years ago |
Lasse Öörni
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0804e9d4ec
Sort drawable's lights only if necessary (over the maximum light count.)
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14 years ago |
Lasse Öörni
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cc51e1a40c
Reverted code which was only needed when SetDepthStencil() committed the FBO changes.
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14 years ago |
Lasse Öörni
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f83b968576
To reduce Linux / NVIDIA performance issues, use another FBO for shadow rendering. Commit FBO changes only at SetDepthStencil().
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14 years ago |
Lasse Öörni
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3eecd9cfb4
Fixed comments.
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14 years ago |
Lasse Öörni
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06216dabeb
Minor code cleanup.
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14 years ago |
Lasse Öörni
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27b0731482
Optimize forward rendering screen clear similarly as light pre-prepass / deferred.
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14 years ago |
Lasse Öörni
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0b7e840a30
Restored fullscreen quad method for deferred screen clear for some FPS gain.
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14 years ago |
Lasse Öörni
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5dbf2b81f9
Added error logging for resource hash collision.
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14 years ago |
Lasse Öörni
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47f02e994b
Fixed typo.
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14 years ago |
Lasse Öörni
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845b38c2b4
Allocate a screen buffer if rendering to texture in OpenGL deferred mode, and texture format is not RGBA.
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14 years ago |
Lasse Öörni
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708b8b5d48
Fixed postprocessing viewport size when using postprocess-defined rendertargets.
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14 years ago |
Lasse Öörni
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84e870c455
Allocate screen buffers in RGBA format to ensure FBO requirements in OpenGL deferred rendering.
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14 years ago |
Lasse Öörni
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cc3ee34f58
Increased occlusion buffer depth bias.
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14 years ago |
Lasse Öörni
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3f36d0ffc9
Removed nlerp animation blending as it was prone to artifacts.
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14 years ago |
Lasse Öörni
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9e871c1987
Removed automatic viewport reset on setting rendertarget to eliminate redundant API calls. However Graphics::ResetRenderTargets() resets the viewport.
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14 years ago |
Lasse Öörni
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4a2e1b4456
Cleaned up deferred rendering viewport clear code.
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14 years ago |