Commit History

Author SHA1 Message Date
  Lasse Öörni 7160a0ab7c Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL. 9 years ago
  Lasse Öörni 1ba0958fa7 Fix render-to-texture views (part of a material) not being updated on the first frame. 9 years ago
  Lasse Öörni 2e44b0b350 Squashed commit of the following: 9 years ago
  Lasse Öörni 07ade6e110 Don't call DebugRenderer::SetView() if viewport debug rendering is off. Fixes #1244. 9 years ago
  Антон Петров a6015e921b Allow implicit conversions of SharedPtr objects. 9 years ago
  Lasse Öörni 6b775d7537 Refactor rendertarget update handling, to ensure both always-update and manual-update respect the order of backbuffer views rendering first. Closes #1171. 10 years ago
  urho3d-travis-ci c4f6f315ff Travis CI: bump copyright to 2016. 10 years ago
  Lasse Öörni ca3f3ced4f Prefer to use camera's EffectiveWorldTransform for view inverse to avoid double inversing. 10 years ago
  Lasse Öörni 1e8335d5a4 Merge remote-tracking branch 'hjmediastudios/AddViewMatrix' 10 years ago
  Nick Royer 360328d2d1 Added inverse view matrix 10 years ago
  Yusuf Umar 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'. 10 years ago
  Lasse Öörni 1f4793031c Fix forced one-sample shadowing when hardware compare not supported (instead should be forced four-sample shadowing) 10 years ago
  Lasse Öörni 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. 10 years ago
  Xavier Maupeu dbcfc9721e merge VSM shadow 10 years ago
  Xavier Maupeu cf501d9585 add functions in Renderer to set shadow softness and VSM shadow parameters 10 years ago
  Xavier Maupeu 4dffd9d9ca minor stylistic modifications 10 years ago
  Xavier Maupeu 583542bb19 SHADOWCMP must only be define when direct3d is used and Graphics::GetHardwareShadowSupport() returns false 10 years ago
  Xavier Maupeu 45aa12c496 VSM shadow map can be blurred 10 years ago
  Ivan K b3656119fd unnecessary if 10 years ago
  Xavier Maupeu 78a85ff2c6 simple VSM is working 10 years ago
  Xavier Maupeu 362242bd3b update script API for ShadowQuality 10 years ago
  Xavier Maupeu 4e41906157 first modifications in order to integrate VSM shadow 10 years ago
  Lasse Öörni 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. 10 years ago
  Ivan K ad2eb74d83 LOGERROR -> URHO3D_LOGERROR 10 years ago
  Ivan K d53fc4b94b LOGINFO -> URHO3D_LOGINFO 10 years ago
  Ivan K 0c3f67abfe LOGDEBUG -> URHO3D_LOGDEBUG 10 years ago
  Ivan K db15f0358e PROFILE -> URHO3D_PROFILE 10 years ago
  Ivan K 4bcbae61fe HANDLER -> URHO3D_HANDLER 10 years ago
  Lasse Öörni bd3efa69c1 Remove code duplication from render stats gathering. 10 years ago
  Lasse Öörni 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. 10 years ago