Commit History

Author SHA1 Message Date
  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 66f3fd4097 Added function to get API-independent projection matrix. 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 0b7e840a30 Restored fullscreen quad method for deferred screen clear for some FPS gain. 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 9fc3d48c12 Changed Viewport to be a reference-counted object. 14 years ago
  Lasse Öörni bf8d7a53ca Fixed missing framebuffer blit in OpenGL mode when postprocesses exist but are disabled. 14 years ago
  Lasse Öörni f437a1ec04 Implemented OpenGL multisampled backbuffer resolve. 14 years ago
  Lasse Öörni 55ce257a9c Initial postprocessing implementation. Reimplemented the FXAA edge filter using it. 14 years ago
  Lasse Öörni 907c1670e3 Removed the G-buffer size restriction. A G-buffer matching the dimensions of the rendertarget will be allocated on demand. 14 years ago
  Lasse Öörni 75beda5f3a Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable. 14 years ago
  Lasse Öörni 75096fe6f9 Refactored screen-size rendertarget allocation in preparation for postprocessing. 14 years ago
  Lasse Öörni 7f2f278c58 Added Scene::Instantiate() & Scene::InstantiateXML(), which load a partial scene from binary or XML. 14 years ago
  Lasse Öörni 8fcba14bfb Disable light buffer optimization if opaque objects with zero lightmask exist. 14 years ago
  Lasse Öörni 8c14956ebe Documentation update. 14 years ago
  Lasse Öörni b7c0187bae Code cleanup. 14 years ago
  Lasse Öörni b2fae0ccb4 Added FXAA edge filter. 14 years ago
  Lasse Öörni f9bfd4948f Shader refactoring. 14 years ago
  Lasse Öörni c0d05666f8 Initial light volume rendering. 14 years ago
  Lasse Öörni fefa7bf6cd Initial light pre-pass rendering. Lighting not rendered yet. 14 years ago
  Lasse Öörni fbdd44c3b8 Fixed comments. 14 years ago
  Lasse Öörni bc5dd97e4b Allow 6 vertex lights. 14 years ago
  Lasse Öörni a51afb0631 Initial vertex lighting support. 14 years ago
  Lasse Öörni 4c3be1f600 Added List::Resize(). 14 years ago
  Lasse Öörni 8a52455faa Added shadow mask feature, which allows selective shadow casting by different lights. 14 years ago
  Lasse Öörni b204b2031d Removed directional light shadowcaster occlusion for potentially taking much CPU time for relatively little gain, and/or being inaccurate. 14 years ago
  Lasse Öörni f3b5dae787 Threaded occlusion check for the main view. 14 years ago
  Lasse Öörni db5fbec28f Get main view zones, occluders, lights and geometries using one octree query. 14 years ago