Lasse Öörni
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7160a0ab7c
Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL.
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9 years ago |
Lasse Öörni
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1ba0958fa7
Fix render-to-texture views (part of a material) not being updated on the first frame.
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9 years ago |
Lasse Öörni
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2e44b0b350
Squashed commit of the following:
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9 years ago |
Lasse Öörni
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07ade6e110
Don't call DebugRenderer::SetView() if viewport debug rendering is off. Fixes #1244.
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9 years ago |
Антон Петров
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a6015e921b
Allow implicit conversions of SharedPtr objects.
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9 years ago |
Lasse Öörni
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6b775d7537
Refactor rendertarget update handling, to ensure both always-update and manual-update respect the order of backbuffer views rendering first. Closes #1171.
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10 years ago |
urho3d-travis-ci
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c4f6f315ff
Travis CI: bump copyright to 2016.
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10 years ago |
Lasse Öörni
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ca3f3ced4f
Prefer to use camera's EffectiveWorldTransform for view inverse to avoid double inversing.
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10 years ago |
Lasse Öörni
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1e8335d5a4
Merge remote-tracking branch 'hjmediastudios/AddViewMatrix'
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10 years ago |
Nick Royer
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360328d2d1
Added inverse view matrix
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10 years ago |
Yusuf Umar
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353c459e0d
Adding direction for particle/billboard. It can create pseudo 3d effect inspired by Unity stretched billboard. Can be used by using face camera option 'Rotate Along Direction'.
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10 years ago |
Lasse Öörni
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1f4793031c
Fix forced one-sample shadowing when hardware compare not supported (instead should be forced four-sample shadowing)
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10 years ago |
Lasse Öörni
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6a3bbb8aab
Fix D3D11 constant buffers for VSM. Fix editor shadow mode selection. Fix script API for new shadow modes. Fix debughud for new shadow modes. Edit documentation to refer to new shadow modes. Added contributor credit. Some code convention edits, e.g. VSM instead of Vsm. Dump new NinjaSnowWarShaders.xml file.
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10 years ago |
Xavier Maupeu
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dbcfc9721e
merge VSM shadow
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10 years ago |
Xavier Maupeu
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cf501d9585
add functions in Renderer to set shadow softness and VSM shadow parameters
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10 years ago |
Xavier Maupeu
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4dffd9d9ca
minor stylistic modifications
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10 years ago |
Xavier Maupeu
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583542bb19
SHADOWCMP must only be define when direct3d is used and Graphics::GetHardwareShadowSupport() returns false
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10 years ago |
Xavier Maupeu
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45aa12c496
VSM shadow map can be blurred
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10 years ago |
Ivan K
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b3656119fd
unnecessary if
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10 years ago |
Xavier Maupeu
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78a85ff2c6
simple VSM is working
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10 years ago |
Xavier Maupeu
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362242bd3b
update script API for ShadowQuality
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10 years ago |
Xavier Maupeu
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4e41906157
first modifications in order to integrate VSM shadow
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10 years ago |
Lasse Öörni
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60d946eb64
Option to enable threaded occlusion rendering. May actually result in worse performance, so disabled by default. Report number of rendered occluders accurately (taking into account occluders rejected by being occluded themselves, or by running out of triangles.) Closes #970.
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10 years ago |
Ivan K
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ad2eb74d83
LOGERROR -> URHO3D_LOGERROR
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10 years ago |
Ivan K
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d53fc4b94b
LOGINFO -> URHO3D_LOGINFO
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10 years ago |
Ivan K
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0c3f67abfe
LOGDEBUG -> URHO3D_LOGDEBUG
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10 years ago |
Ivan K
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db15f0358e
PROFILE -> URHO3D_PROFILE
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10 years ago |
Ivan K
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4bcbae61fe
HANDLER -> URHO3D_HANDLER
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10 years ago |
Lasse Öörni
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bd3efa69c1
Remove code duplication from render stats gathering.
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10 years ago |
Lasse Öörni
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5161060d5b
Allow to define a culling camera for Viewport. When defined, multiple views can share the same culling and other view preparations, reducing CPU use.
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10 years ago |