Commit History

Author SHA1 Message Date
  Lasse Öörni a85817a355 Reverted to joint world space positioning for reliability. 13 years ago
  Lasse Öörni 1f89e97116 Insert drawable into the proper octant (instead of root) immediately when OnNodeSet() is called. 13 years ago
  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. 13 years ago
  Lasse Öörni 0804e9d4ec Sort drawable's lights only if necessary (over the maximum light count.) 14 years ago
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 years ago
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. 14 years ago
  Lasse Öörni 75beda5f3a Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable. 14 years ago
  Lasse Öörni d53e808ece Fixed double-lighting bug in light pre-pass mode. 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 f9bfd4948f Shader refactoring. 14 years ago
  Lasse Öörni 04a7049bdf Slight optimizations in light-related operations. 14 years ago
  Lasse Öörni 7cb8985e05 Convert to vertex lights when pixel light count exceeded. 14 years ago
  Lasse Öörni a51afb0631 Initial vertex lighting support. 14 years ago
  Lasse Öörni 5cf7e09324 Added Octree raycast that returns only a single drawable result. 14 years ago
  Lasse Öörni 8a52455faa Added shadow mask feature, which allows selective shadow casting by different lights. 14 years ago
  Lasse Öörni 8a57a3ee18 Threaded ray query. 14 years ago
  Lasse Öörni 950e37beb1 Refactored raycast query handling in preparation to threading it. 14 years ago
  Lasse Öörni f5bb9e5487 Work queue & octree reinsertion optimizations. 14 years ago
  Lasse Öörni f9d04676f8 Queue octree updates & reinsertions in a PODVector instead of a HashSet. 14 years ago
  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. 14 years ago
  Lasse Öörni 9d077e78a8 Code cleanup. 14 years ago
  Lasse Öörni bdc29caebd Reverted to AngelScript 2.21.1 because of crash with VariantMap. 14 years ago
  Lasse Öörni 2fc9d75b9a Rewritten zone query handling. 14 years ago
  Lasse Öörni 00cca6b83c Zone system refactoring. Now objects check which zone they're in, for per-object ambient light and fog settings. 14 years ago
  Lasse Öörni 15e8c14623 Separated SetIntensitySortValue() into two separate functions. 14 years ago
  Lasse Öörni eba23029c0 Fixed maxLights not exposed to script. 14 years ago
  Lasse Öörni 589c0ee141 Expanded the lit base pass optimization to cover also the first spot or point light affecting a drawable. 14 years ago
  Lasse Öörni 80a6948b22 Large rendering architecture refactoring. 14 years ago
  Lasse Öörni 80aee649df Re-enabled lit base pass optimization, with more careful checks to ensure proper rendering order. 14 years ago
  Lasse Öörni f0ecda9785 Fixed numerical stability in Quaternion matrix constructor. 14 years ago