Commit History

Author SHA1 Message Date
  Lasse Öörni 83acf5bc14 Optional per-texture specifiable max. anisotropy level. Closes #1563. 9 years ago
  Lasse Öörni 6895a512af Pass-level mechanism for eliminating unnecessary shader compilation defines. Closes #1567. Use this mechanism to eliminate PACKEDNORMAL define from depth & shadow pass in normalmapped techniques. 9 years ago
  Lasse Öörni 48cd15bc5a Store camera projection matrix as API-independent and convert as necessary (preparation for allowing the user to define a custom projection matrix.) Camera GetProjection() API changed; GetGPUProjection() is now used to get the API-specific projection for use as a shader parameter. 9 years ago
  Lasse Öörni 515dfa760c Fix backbuffer not getting cleared in the situation where just the UI and rendertexture views are being rendered. (http://urho3d.prophpbb.com/topic2238.html) 9 years ago
  Yusuf Umar f9e65027e3 Implementing RibbonTrail 9 years ago
  Eugene Kozlov c92894d250 Add support of custom per-instance data in batches. 9 years ago
  Lasse Öörni a1c458f28e Reduce amount of unnecessary Frustum::UpdatePlanes() calls. A default-constructed degenerate frustum no longer has its planes updated on construction, but instead the planes will remain in default-constructed state. 9 years ago
  Lasse Öörni 1535323815 Set default mobile shadow bias adjustments to ineffective since they no longer appear necessary. 9 years ago
  Lasse Öörni f36abeb57c Force highp for shadow related samplers, uniforms & varyings on GLES for better shadows on iOS. Note: may be incompatible for some mobile GPU's that don't support highp at all. 9 years ago
  Lasse Öörni 83e3772a34 Halve default VSM softness. Scale VSM blurring to shadow resolution, so that low resolutions don't receive too much blur. Note: when using VSM, you should set all your large surfaces (such as floors or terrains) to cast shadows. Otherwise shadows will be unnaturally thin. The Urho builtin samples don't do this to avoid artifacts on mobiles where VSM can't be used, and the bias is tricky to get right. 9 years ago
  Lasse Öörni 97bb1769d0 Rework renderpath quad commands to use same quad transform as deferred directional lights, with the camera projection set correctly. Set quad command's shader parameters last to allow overriding any engine shader parameter (except the quad's model transform.) Remove unused function parameters. Closes #1370. 9 years ago
  Lasse Öörni f908fa4cfd Fix normal offset GLSL code for GLES. Set default mobile multiplier for normal offset to 2. 9 years ago
  Lasse Öörni a123794886 Normal offset support in GLSL. Fix deferred specular in GLSL. 9 years ago
  Lasse Öörni 7160a0ab7c Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL. 9 years ago
  Lasse Öörni 1ba0958fa7 Fix render-to-texture views (part of a material) not being updated on the first frame. 9 years ago
  Lasse Öörni 2e44b0b350 Squashed commit of the following: 9 years ago
  Lasse Öörni 07ade6e110 Don't call DebugRenderer::SetView() if viewport debug rendering is off. Fixes #1244. 9 years ago
  Антон Петров a6015e921b Allow implicit conversions of SharedPtr objects. 9 years ago
  Lasse Öörni 6b775d7537 Refactor rendertarget update handling, to ensure both always-update and manual-update respect the order of backbuffer views rendering first. Closes #1171. 10 years ago
  urho3d-travis-ci c4f6f315ff Travis CI: bump copyright to 2016. 10 years ago
  Lasse Öörni ca3f3ced4f Prefer to use camera's EffectiveWorldTransform for view inverse to avoid double inversing. 10 years ago
  Lasse Öörni 1e8335d5a4 Merge remote-tracking branch 'hjmediastudios/AddViewMatrix' 10 years ago
  Nick Royer 360328d2d1 Added inverse view matrix 10 years ago
  Yusuf Umar 353c459e0d Adding direction for particle/billboard. It can create pseudo 3d effect inspired by Unity stretched billboard. Can be used by using face camera option 'Rotate Along Direction'. 10 years ago
  Lasse Öörni 1f4793031c Fix forced one-sample shadowing when hardware compare not supported (instead should be forced four-sample shadowing) 10 years ago
  Lasse Öörni 6a3bbb8aab Fix D3D11 constant buffers for VSM. Fix editor shadow mode selection. Fix script API for new shadow modes. Fix debughud for new shadow modes. Edit documentation to refer to new shadow modes. Added contributor credit. Some code convention edits, e.g. VSM instead of Vsm. Dump new NinjaSnowWarShaders.xml file. 10 years ago
  Xavier Maupeu dbcfc9721e merge VSM shadow 10 years ago
  Xavier Maupeu cf501d9585 add functions in Renderer to set shadow softness and VSM shadow parameters 10 years ago
  Xavier Maupeu 4dffd9d9ca minor stylistic modifications 10 years ago
  Xavier Maupeu 583542bb19 SHADOWCMP must only be define when direct3d is used and Graphics::GetHardwareShadowSupport() returns false 10 years ago