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 |