PrimitiveWaste
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f8ef0a39c0
Add per drawable shader paramaters.
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11 years ago |
Lasse Öörni
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a5049d423f
Avoid looping through geometries just before render just to find out their geometry update type. Removed the now unnecessary shadowGeometries_ vector. Thanks to OvermindDL1 for bringing this to attention.
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11 years ago |
Lasse Öörni
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943a2c348b
Added mechanism to limit material techniques on desktop hardware. Closes #516.
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11 years ago |
Lasse Öörni
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59d48c1a43
Allow to momentarily disable multisample antialiasing. Used for UI and fullscreen quad rendering.
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11 years ago |
Lasse Öörni
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c92dc4ecf4
Fix crash with sceneless renderpath. Closes #482.
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11 years ago |
Yao Wei Tjong 姚伟忠
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f943bb4faa
Unwarn patch for AppleClang. A few warnings were indeed coding error.
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11 years ago |
Lasse Öörni
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4096cc9006
Ensure that when rendering on OpenGL to a texture, the debug geometry is drawn properly in respect to projection matrix flipping. Improve OpenGL debug geometry rendering by rendering it to the intermediate buffer if one exists, so that depth values from the buffer can be correctly used.
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11 years ago |
Lasse Öörni
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7f4b8e5b35
Allow controlling per-viewport if debug geometry should be rendered, instead of hardcoding to just backbuffer views.
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11 years ago |
Lasse Öörni
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ad737e0d6e
Documentation for background resource loading. Expanded Scene::LoadAsync() to either background load resources only, load scene + resources synchronously, or background load resources first, then load the scene. Closes #406.
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11 years ago |
Lasse Öörni
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bf6a054ac4
Use ordinary DRAWABLE_GEOMETRY flag on 2D drawables so that they can be raycasted against. Use a DRAWABLE_PROXYGEOMETRY flag on DrawableProxy2D so that it won't show up in normal raycasts or octree queries. Fixes #345.
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11 years ago |
Lasse Öörni
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c0aa80ea3b
Check also for MRT rendering without deferred rendering for whether needs a substitute rendertarget with a viewport smaller than the screen.
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11 years ago |
Lasse Öörni
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981b5bcac4
Use viewport sized intermediate rendertargets so that pixels outside the viewport never leak into post-processing. Added viewport multiplier mode to renderpath definition. Closes #265.
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11 years ago |
Lasse Öörni
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56e0aad21d
Minor rendering code cleanup. Added Plane::Project().
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11 years ago |
Lasse Öörni
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76d5ffdcf8
On OS X + Intel, use dummy color textures for shadow maps to work around a driver bug. Fixes #225.
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11 years ago |
Lasse Öörni
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9066f6873d
Merge remote-tracking branch 'remotes/origin/transformspace'
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11 years ago |
Yao Wei Tjong 姚伟忠
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a5e6ef597a
Fix wrong compiler definition prefix.
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11 years ago |
Lasse Öörni
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c8fe21f06a
Revert "Fixes to sceneless renderpath on OpenGL." to fix crash on minimize on Android.
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11 years ago |
Yao Wei Tjong 姚伟忠
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46285baf97
Refactor build scripts to group Urho3D specific build option.
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11 years ago |
Lasse Öörni
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67d603d8e5
Node transform space refactoring. Translate(), Rotate() and LookAt() functions take a transform space (local, parent or world). Translate() has a behavior change: default space is local, as that is most often used in eg. camera movement, and is consistent with the default for rotations (the earlier fixedAxis = false was same as local space). The redundant TranslateRelative() function is removed. Add RotateAround() function, which allows rotating around a pivot in either local, parent or world space. Closes #295.
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11 years ago |
Lasse Öörni
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42265071a3
Added a multiplier+addition for depth bias on OpenGL ES platforms. Increased default constant depth bias of lights.
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11 years ago |
Lasse Öörni
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6be531d66f
Set frustum size shader parameter as Vector3.
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11 years ago |
Lasse Öörni
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0d2879bbf0
Fix OpenGL build.
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11 years ago |
Lasse Öörni
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ee9868e29e
Refactor setting global & camera shader parameters to functions. Used both by Batch & View. Ensure that same parameters are set in both scene and quad (postprocess) rendering. Note that quad rendering still does not use the camera's real projection matrix to ensure stability.
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11 years ago |
Lasse Öörni
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2bedd953ce
Fixes to sceneless renderpath on OpenGL.
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11 years ago |
Lasse Öörni
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6bfcc28010
Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows.
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11 years ago |
Lasse Öörni
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1418fb7e83
Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders.
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11 years ago |
Lasse Öörni
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c3425334a3
Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276.
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11 years ago |
Lasse Öörni
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6833f858dc
If a view's renderpath has no scene passes, allow rendering it also when no scene, camera & octree are provided. Closes #267.
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11 years ago |
Lasse Öörni
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0246ae607f
Improve Camera documentation. To avoid potential confusion, disable auto aspect ratio mode from Camera if aspect ratio is set explicitly, or if the Vector2 form of Camera::SetOrthoSize() is used.
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11 years ago |
Lasse Öörni
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882f4da62e
Added quad rendering missing elapsed time parameter fix from szamq. Also add delta time parameter to batch rendering. Closes #272.
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11 years ago |