Histórico de Commits

Autor SHA1 Mensagem Data
  Eugene Kozlov de249a1963 Remove casts around nullptr. há 8 anos atrás
  Eugene Kozlov 5a2bec95f1 Automatic upgrade: override, typedef to using, 0 to nullptr. há 8 anos atrás
  Lasse Öörni 18df5b8525 Also send highdpi parameter in window resize event on D3D9/D3D11 to match OpenGL behavior. há 8 anos atrás
  Lasse Öörni fb6492a948 Reposition the window also in borderless mode if it's sized as large as the monitor bounds. há 8 anos atrás
  Pengfei Li 353fc4d7b3 Consider the initial position for the borderless window há 8 anos atrás
  Lasse Öörni 90e95ab2e3 Update documentation. Add contributor credit. Minor code comment fixes. há 8 anos atrás
  PredatorMF 7190e053c4 Fix fullscreen mode not using the correct monitor há 8 anos atrás
  PredatorMF 2bef979152 Add monitor and refreshrate parameters to E_SCREENMODE há 8 anos atrás
  PredatorMF 07b9675dfd Add monitor and refresh rate options for fullscreen/borderless há 8 anos atrás
  TheComet be4dc04f9a Removing SDL_INIT_NOPARACHUTE, it does nothing in SDL 2.x há 9 anos atrás
  TheComet 10c878b42b fixes #1781 - Moved SDL_Init() into Context class há 9 anos atrás
  urho3d-travis-ci ee054a1507 Travis CI: bump copyright to 2017. há 9 anos atrás
  Lasse Öörni 475bed04a8 Fix nearest aniso filtering on Direct3D9 (At least NVIDIA GPUs.) Add documentation note on nearest aniso mode support. Closes #1718. há 9 anos atrás
  Lasse Öörni 6da62ecfe4 Aniso-nearest texture filter mode. há 9 anos atrás
  Lasse Öörni f8ebf2dbc9 Line antialiasing support in Graphics, Material, DebugRenderer classes. Closes #1627. há 9 anos atrás
  Lasse Öörni 72c2e82ee8 Support for bool & int constants in materials on OpenGL & Direct3D11. Added int uniform support to OpenGL. Removed code duplication for setting a Variant shader parameter. há 9 anos atrás
  Lasse Öörni fc42e5d98e Merge branch 'multisample-textures' há 9 anos atrás
  Lasse Öörni 3a5a85151e Instead of specific fix in Material, convert double Variants to float on demand in Graphics::SetShaderParameter(). Closes #1621. há 9 anos atrás
  Lasse Öörni 3ca4bb25c3 For consistency/safety, release the surface also when failing to acquire. Closes #1050. há 9 anos atrás
  Lasse Öörni c923476847 Merge branch 'master' into multisample-textures há 9 anos atrás
  Lasse Öörni a1e2bc9bd3 Make shader cache location configurable, default "urho3d/shadercache" in app preferences, to avoid writing to write-protected installation directory by default. Instructions in porting notes to restore earlier behavior. ShaderCacheDir & PackageCacheDir parameters added to engine startup parameters. Fix GetResourceFileName() function to return the unmodified filename if it's absolute and exists. Remove unnecessary mutex lock from GetResourceFileName(). Remove some code duplication from Graphics class implementations. Closes #1610. há 9 anos atrás
  Lasse Öörni c745d2ea52 Multisampled cube rendertarget on Direct3D9. há 9 anos atrás
  Lasse Öörni 4e40cf849e Work on OpenGL multisample textures. há 9 anos atrás
  Lasse Öörni 56edbef9d6 Initial multisample support for Texture2D on Direct3D9. há 9 anos atrás
  Lasse Öörni b22768227f Possibility to enable alpha-to-coverage in either pass or material (all passes). Requires D3D11 or OpenGL and hardware multisampling enabled. Seems to look slightly different on D3D / OpenGL. Fixed depth bias not being copied in Material::Clone(). Closes #1578. há 9 anos atrás
  Lasse Öörni 83acf5bc14 Optional per-texture specifiable max. anisotropy level. Closes #1563. há 9 anos atrás
  Lasse Öörni 91f4489e07 Fix hardwareShadowSupport returning false on OpenGL, which would make it impossible to switch to 1-sample shadow mode. However, deliberately disable 1-sample mode from mobile NinjaSnowWar to achieve similar quality to desktops. há 9 anos atrás
  Lasse Öörni 56ba0def78 Add Graphics::SetDither(). Closes #1489. há 9 anos atrás
  Lasse Öörni 28ed7c1706 Remove ambiguous WeakPtr initialization from Graphics class. Closes #1459. há 9 anos atrás
  Lasse Öörni fd5bac385a Since the SDL window is not API-specific, move it into Graphics from GraphicsImpl to simplify code. há 9 anos atrás