Eugene Kozlov
|
de249a1963
Remove casts around nullptr.
|
8 年之前 |
Eugene Kozlov
|
5a2bec95f1
Automatic upgrade: override, typedef to using, 0 to nullptr.
|
8 年之前 |
Lasse Öörni
|
df669fbe1b
Restore earlier HelloGUI sample, instead create separate Hello3DUI which demonstrates 3D UI render to texture. Move getting viewport related to scene from Scene to Renderer, so that Scene doesn't have to know about Renderer unnecessarily. Refactor the internal UI render calls related to rendertarget use.
|
8 年之前 |
Lasse Öörni
|
de18c72ce7
Cleanup unused code from Renderer. Add "persistent" flag to readable depth buffers in the HWDepth deferred renderpaths. This is required to fix a D3D11 bug leading to garbled display with multiple rendertexture views that use readable depth. Closes #2082.
|
8 年之前 |
Lasse Öörni
|
7451d6fece
Add EndAllViewsRender event, emitted when Renderer::Render() is finished. Closes #1830.
|
8 年之前 |
urho3d-travis-ci
|
ee054a1507
Travis CI: bump copyright to 2017.
|
9 年之前 |
Lasse Öörni
|
59be3a2a17
Increase default VSM light bleeding prevention to 0.9 (from dragonCASTjosh.) Closes #1716.
|
9 年之前 |
Johnathan Jenkins
|
d78fc4020f
minor typos
|
9 年之前 |
Lasse Öörni
|
1bb6d3d1ac
Support for mipmapped rendertargets & automatic mip regeneration after rendering. Renderer allocated screen buffers are not mipmapped, but a manually created rendertarget texture will be (like regular textures), unless disabled by calling SetNumLevels(1).
|
9 年之前 |
Lasse Öörni
|
fd4a9bdb9b
Load & store a different set of shader variations into Pass if necessary, when a renderpath scenepass command defines additional shader compile defines.
|
9 年之前 |
Lasse Öörni
|
fa42bc6a8f
Fix erroneous reuse of the backbuffer depth buffer when multisampling is used. Closes #1625.
|
9 年之前 |
Lasse Öörni
|
c923476847
Merge branch 'master' into multisample-textures
|
9 年之前 |
Lasse Öörni
|
f01024881f
Add multisampling possibility for VSM shadows.
|
9 年之前 |
Lasse Öörni
|
749c283fb7
Since it appears none of the APIs support sampling a multisampled cube texture, remove the autoresolve parameter and always set it true if multisampled for cube textures. Make it a warning (not error) to attempt no autoresolve for a 2D multisampled texture on Direct3D9.
|
9 年之前 |
Lasse Öörni
|
c745d2ea52
Multisampled cube rendertarget on Direct3D9.
|
9 年之前 |
Lasse Öörni
|
fe2e70db13
Clean up view event sending code. Add 2 new view events: buffers allocated, and global shader parameters set.
|
9 年之前 |
Lasse Öörni
|
56edbef9d6
Initial multisample support for Texture2D on Direct3D9.
|
9 年之前 |
Lasse Öörni
|
83acf5bc14
Optional per-texture specifiable max. anisotropy level. Closes #1563.
|
9 年之前 |
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 年之前 |
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 年之前 |
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 年之前 |
Yusuf Umar
|
f9e65027e3
Implementing RibbonTrail
|
9 年之前 |
Eugene Kozlov
|
c92894d250
Add support of custom per-instance data in batches.
|
9 年之前 |
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 年之前 |
Lasse Öörni
|
1535323815
Set default mobile shadow bias adjustments to ineffective since they no longer appear necessary.
|
9 年之前 |
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 年之前 |
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 年之前 |
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 年之前 |
Lasse Öörni
|
f908fa4cfd
Fix normal offset GLSL code for GLES. Set default mobile multiplier for normal offset to 2.
|
9 年之前 |
Lasse Öörni
|
a123794886
Normal offset support in GLSL. Fix deferred specular in GLSL.
|
9 年之前 |