Commit History

Author SHA1 Message Date
  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
  Lasse Öörni dd28073cfc Optimized shadowed point light shadowcaster queries. 13 years ago
  Lasse Öörni 0804e9d4ec Sort drawable's lights only if necessary (over the maximum light count.) 14 years ago
  Lasse Öörni cc51e1a40c Reverted code which was only needed when SetDepthStencil() committed the FBO changes. 14 years ago
  Lasse Öörni f83b968576 To reduce Linux / NVIDIA performance issues, use another FBO for shadow rendering. Commit FBO changes only at SetDepthStencil(). 14 years ago
  Lasse Öörni 3eecd9cfb4 Fixed comments. 14 years ago
  Lasse Öörni 06216dabeb Minor code cleanup. 14 years ago
  Lasse Öörni 27b0731482 Optimize forward rendering screen clear similarly as light pre-prepass / deferred. 14 years ago
  Lasse Öörni 0b7e840a30 Restored fullscreen quad method for deferred screen clear for some FPS gain. 14 years ago
  Lasse Öörni 5dbf2b81f9 Added error logging for resource hash collision. 14 years ago
  Lasse Öörni 47f02e994b Fixed typo. 14 years ago
  Lasse Öörni 845b38c2b4 Allocate a screen buffer if rendering to texture in OpenGL deferred mode, and texture format is not RGBA. 14 years ago
  Lasse Öörni 708b8b5d48 Fixed postprocessing viewport size when using postprocess-defined rendertargets. 14 years ago
  Lasse Öörni 84e870c455 Allocate screen buffers in RGBA format to ensure FBO requirements in OpenGL deferred rendering. 14 years ago
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 years ago
  Lasse Öörni 3f36d0ffc9 Removed nlerp animation blending as it was prone to artifacts. 14 years ago
  Lasse Öörni 9e871c1987 Removed automatic viewport reset on setting rendertarget to eliminate redundant API calls. However Graphics::ResetRenderTargets() resets the viewport. 14 years ago
  Lasse Öörni 4a2e1b4456 Cleaned up deferred rendering viewport clear code. 14 years ago