Histórico de commits

Autor SHA1 Mensagem Data
  Lasse Öörni 1ab5dd3e8d Fixed crash if OpenGL version or extensions are not satisfied. 13 anos atrás
  Lasse Öörni 961f65b467 Flush changes to the current FBO first before cleaning up a rendersurface from other FBOs. 14 anos atrás
  Lasse Öörni 9a5443ebc4 Store depth bits into Texture2D also in renderbuffer mode. 14 anos atrás
  Lasse Öörni 7ed9a4815d More complete multi-FBO implementation. 14 anos atrás
  Lasse Öörni e42f16dfbe Set GL_NONE drawbuffer on the depth-only FBO. 14 anos atrás
  Lasse Öörni f83b968576 To reduce Linux / NVIDIA performance issues, use another FBO for shadow rendering. Commit FBO changes only at SetDepthStencil(). 14 anos atrás
  Lasse Öörni 911f9e4c5b Removed the "flush GPU" feature as it was causing erratic timing. The downside is increased input lag when vsync is on. 14 anos atrás
  Lasse Öörni 9e083f45c5 Updated to newest GLFW 3.0 revision. Fixes bugged UTF8 characters in window title in OpenGL mode. 14 anos atrás
  Lasse Öörni 0c63191a49 Prevent redundant DrawBuffers assignment on OpenGL. 14 anos atrás
  Lasse Öörni af7c5a53fb Renamed GetData() to Data() in the Math library. 14 anos atrás
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 anos atrás
  Lasse Öörni 142f3c2e49 Fixed ResetRenderTargets() on OpenGL. 14 anos atrás
  Lasse Öörni 9e871c1987 Removed automatic viewport reset on setting rendertarget to eliminate redundant API calls. However Graphics::ResetRenderTargets() resets the viewport. 14 anos atrás
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. 14 anos atrás
  Lasse Öörni 3be676f08c Added stencil write mask support. 14 anos atrás
  Lasse Öörni f437a1ec04 Implemented OpenGL multisampled backbuffer resolve. 14 anos atrás
  Lasse Öörni 5541fc9d87 Resolve multisampled backbuffer for postprocessing. Not yet implemented on OpenGL. 14 anos atrás
  Lasse Öörni a3c6e580c3 Added Graphics::GetFloatFormat(). 14 anos atrás
  Lasse Öörni 35c21f06d7 Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably. 14 anos atrás
  Lasse Öörni d892a120e7 Reverted the OpenGL viewport reset logic. 14 anos atrás
  Lasse Öörni 8c14956ebe Documentation update. 14 anos atrás
  Lasse Öörni dec13dac7a Draw render-to-texture views upside down on OpenGL so that they match the UV coordinates of regular textures. 14 anos atrás
  Lasse Öörni ff247d839a Fixed incorrect viewport size compare. 14 anos atrás
  Lasse Öörni 784530e79a Use scissor test to avoid clearing outside the viewport on OpenGL. 14 anos atrás
  Lasse Öörni 19b7286fce On OpenGL, do not automatically create the readable hardware depth stencil texture, as it is only usable in light pre-pass rendering. 14 anos atrás
  Lasse Öörni d607c59137 Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.) 14 anos atrás
  Lasse Öörni 21c8926da3 Fixed OpenGL light prepass capability detection. 14 anos atrás
  Lasse Öörni 9c40326a8c Pack linear depth to RGBA manually to comply with FBO specification. 14 anos atrás
  Lasse Öörni 486867cb6c Added back the "view texture" feature to prevent the final rendertarget being possibly sampled during light pre-pass rendering. 14 anos atrás
  Lasse Öörni c27ab40f7f Check needed OpenGL extensions more carefully. 14 anos atrás