Lasse Öörni
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bfd968f9d7
Removed the base batch / non-base batch separation from BatchGroup. This is only needed for light queues, so rather have LightBatchQueue have separate queues for base & non-base.
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12 years ago |
Lasse Öörni
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4c02e19352
Increased the OpenGL ES constant depth bias adjustment to reduce self-shadowing artifacts. Do not use cascaded shadow mapping on OpenGL ES, so that the low quality shadow mode can avoid dependent texture reads altogether for much higher performance on iOS. Updated documentation of the GetPlatform() function.
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12 years ago |
Lasse Öörni
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b1a7a8dade
Exposed missing QUALITY_MAX constant to AngelScript. Do not assume the default zone has black fog (when used for additive pass.) Do not reload material shaders if material quality stayed same. Separate error in D3D9ShaderVariation Create() if the owning shader has expired, as on OpenGL.
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12 years ago |
Lasse Öörni
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4d6b9c2061
Prevent division by zero.
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12 years ago |
Lasse Öörni
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b76823a317
Added height fog mode boolean to Zone. Apply height fog shaders automatically. Changed height fog parameters to be relative to the zone node.
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12 years ago |
Lasse Öörni
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ea334e4393
Merge branch 'master' into shader-refactor
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12 years ago |
Lasse Öörni
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6d5ddc23e0
Bump the copyright for 2014.
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12 years ago |
Lasse Öörni
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417e62f106
Detect deferred light volume batch and subtract camera position only in that case to allow the pixel shader light parameters (light position, shadow matrices etc.) to also be used in forward rendering if necessary.
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12 years ago |
primitivewaste
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 years ago |
Lasse Öörni
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3553b287ac
Reflection plane support in Camera. Reflection plane clipping not yet implemented.
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12 years ago |
Lasse Öörni
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7636bd6310
Fixed depth getting unnecessarily reset when ping-ponging rendertargets for a pass that both reads & writes the scene viewport.
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12 years ago |
Lasse Öörni
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42ae752d2d
Allow BillboardSet / ParticleEmitter to choose whether billboards should face the camera or follow the node orientation. Closes #22.
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12 years ago |
Lasse Öörni
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c20257cdf7
Merged the shaderData_ and worldTransform_ members of Batch & SourceBatch. The idea is that a batch can define multiple world transforms. For static geometry this means instance transforms. For skinned geometry they are bone transforms instead.
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12 years ago |
Lasse Öörni
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26a9bc763e
Added Temporary flag to Serializable, which means it will not be saved if enabled. Currently the sub-nodes created by Terrain are marked temporary.
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12 years ago |
Wei Tjong Yao
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02512cecf9
In order to move the out-of-source 'build' directory back to Urho3D project root directory, all the source codes sub-directories are now moved down one level to a new directory under project root called 'Source'.
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12 years ago |