Eugene Kozlov
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de249a1963
Remove casts around nullptr.
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8 years ago |
Eugene Kozlov
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5a2bec95f1
Automatic upgrade: override, typedef to using, 0 to nullptr.
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8 years ago |
Lasse Öörni
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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.
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8 years ago |
Lasse Öörni
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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.
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8 years ago |
urho3d-travis-ci
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ee054a1507
Travis CI: bump copyright to 2017.
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9 years ago |
Lasse Öörni
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fd4a9bdb9b
Load & store a different set of shader variations into Pass if necessary, when a renderpath scenepass command defines additional shader compile defines.
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9 years ago |
Lasse Öörni
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f01024881f
Add multisampling possibility for VSM shadows.
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9 years ago |
Lasse Öörni
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56edbef9d6
Initial multisample support for Texture2D on Direct3D9.
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9 years ago |
Lasse Öörni
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83acf5bc14
Optional per-texture specifiable max. anisotropy level. Closes #1563.
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9 years ago |
Eugene Kozlov
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c92894d250
Add support of custom per-instance data in batches.
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9 years ago |
Lasse Öörni
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f4f3ffde76
Improve comment for Renderer::SetDynamicInstancing().
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9 years ago |
Lasse Öörni
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1535323815
Set default mobile shadow bias adjustments to ineffective since they no longer appear necessary.
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9 years ago |
Lasse Öörni
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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.
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9 years ago |
Lasse Öörni
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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.
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9 years ago |
Lasse Öörni
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f908fa4cfd
Fix normal offset GLSL code for GLES. Set default mobile multiplier for normal offset to 2.
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9 years ago |
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 |
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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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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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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45aa12c496
VSM shadow map can be blurred
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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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f02cd63437
OBJECT -> URHO3D_OBJECT
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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 |
aster2013
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6bd1d77634
Add baseTypeName argument to OBJECT macro.
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10 years ago |
Yao Wei Tjong 姚伟忠
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ff501b39cc
Fix CID 105884 (UNINIT_CTOR) - initialize Renderer2D::viewMask_.
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10 years ago |