Eugene Kozlov
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de249a1963
Remove casts around nullptr.
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há 8 anos atrás |
Eugene Kozlov
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5a2bec95f1
Automatic upgrade: override, typedef to using, 0 to nullptr.
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há 8 anos atrás |
Lasse Öörni
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18df5b8525
Also send highdpi parameter in window resize event on D3D9/D3D11 to match OpenGL behavior.
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há 8 anos atrás |
Lasse Öörni
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fb6492a948
Reposition the window also in borderless mode if it's sized as large as the monitor bounds.
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há 8 anos atrás |
Pengfei Li
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353fc4d7b3
Consider the initial position for the borderless window
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há 8 anos atrás |
Lasse Öörni
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90e95ab2e3
Update documentation. Add contributor credit. Minor code comment fixes.
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há 8 anos atrás |
PredatorMF
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7190e053c4
Fix fullscreen mode not using the correct monitor
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há 8 anos atrás |
PredatorMF
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2bef979152
Add monitor and refreshrate parameters to E_SCREENMODE
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há 8 anos atrás |
PredatorMF
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07b9675dfd
Add monitor and refresh rate options for fullscreen/borderless
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há 8 anos atrás |
TheComet
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be4dc04f9a
Removing SDL_INIT_NOPARACHUTE, it does nothing in SDL 2.x
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há 9 anos atrás |
TheComet
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10c878b42b
fixes #1781 - Moved SDL_Init() into Context class
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há 9 anos atrás |
urho3d-travis-ci
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ee054a1507
Travis CI: bump copyright to 2017.
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há 9 anos atrás |
Lasse Öörni
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475bed04a8
Fix nearest aniso filtering on Direct3D9 (At least NVIDIA GPUs.) Add documentation note on nearest aniso mode support. Closes #1718.
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há 9 anos atrás |
Lasse Öörni
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6da62ecfe4
Aniso-nearest texture filter mode.
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há 9 anos atrás |
Lasse Öörni
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f8ebf2dbc9
Line antialiasing support in Graphics, Material, DebugRenderer classes. Closes #1627.
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há 9 anos atrás |
Lasse Öörni
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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.
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há 9 anos atrás |
Lasse Öörni
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fc42e5d98e
Merge branch 'multisample-textures'
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há 9 anos atrás |
Lasse Öörni
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3a5a85151e
Instead of specific fix in Material, convert double Variants to float on demand in Graphics::SetShaderParameter(). Closes #1621.
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há 9 anos atrás |
Lasse Öörni
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3ca4bb25c3
For consistency/safety, release the surface also when failing to acquire. Closes #1050.
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há 9 anos atrás |
Lasse Öörni
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c923476847
Merge branch 'master' into multisample-textures
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há 9 anos atrás |
Lasse Öörni
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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.
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há 9 anos atrás |
Lasse Öörni
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c745d2ea52
Multisampled cube rendertarget on Direct3D9.
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há 9 anos atrás |
Lasse Öörni
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4e40cf849e
Work on OpenGL multisample textures.
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há 9 anos atrás |
Lasse Öörni
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56edbef9d6
Initial multisample support for Texture2D on Direct3D9.
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há 9 anos atrás |
Lasse Öörni
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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.
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há 9 anos atrás |
Lasse Öörni
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83acf5bc14
Optional per-texture specifiable max. anisotropy level. Closes #1563.
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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.
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há 9 anos atrás |
Lasse Öörni
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56ba0def78
Add Graphics::SetDither(). Closes #1489.
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há 9 anos atrás |
Lasse Öörni
|
28ed7c1706
Remove ambiguous WeakPtr initialization from Graphics class. Closes #1459.
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há 9 anos atrás |
Lasse Öörni
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fd5bac385a
Since the SDL window is not API-specific, move it into Graphics from GraphicsImpl to simplify code.
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há 9 anos atrás |