Commit History

Author SHA1 Message Date
  Eugene Kozlov de249a1963 Remove casts around nullptr. 8 years ago
  Eugene Kozlov 5a2bec95f1 Automatic upgrade: override, typedef to using, 0 to nullptr. 8 years ago
  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 years ago
  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 years ago
  urho3d-travis-ci ee054a1507 Travis CI: bump copyright to 2017. 9 years ago
  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 years ago
  Lasse Öörni f01024881f Add multisampling possibility for VSM shadows. 9 years ago
  Lasse Öörni 56edbef9d6 Initial multisample support for Texture2D on Direct3D9. 9 years ago
  Lasse Öörni 83acf5bc14 Optional per-texture specifiable max. anisotropy level. Closes #1563. 9 years ago
  Eugene Kozlov c92894d250 Add support of custom per-instance data in batches. 9 years ago
  Lasse Öörni f4f3ffde76 Improve comment for Renderer::SetDynamicInstancing(). 9 years ago
  Lasse Öörni 1535323815 Set default mobile shadow bias adjustments to ineffective since they no longer appear necessary. 9 years ago
  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 years ago
  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 years ago
  Lasse Öörni f908fa4cfd Fix normal offset GLSL code for GLES. Set default mobile multiplier for normal offset to 2. 9 years ago
  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
  urho3d-travis-ci c4f6f315ff Travis CI: bump copyright to 2016. 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 cf501d9585 add functions in Renderer to set shadow softness and VSM shadow parameters 10 years ago
  Xavier Maupeu 45aa12c496 VSM shadow map can be blurred 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 f02cd63437 OBJECT -> URHO3D_OBJECT 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
  aster2013 6bd1d77634 Add baseTypeName argument to OBJECT macro. 10 years ago
  Yao Wei Tjong 姚伟忠 ff501b39cc Fix CID 105884 (UNINIT_CTOR) - initialize Renderer2D::viewMask_. 10 years ago