コミット履歴

作者 SHA1 メッセージ 日付
  Lasse Öörni c1e2d51338 Fix readable HW depth rendering on D3D11. Do not allocate a dummy color rendertarget for depth-only rendering unnecessarily on D3D11. 10 年 前
  Lasse Öörni 0298740da2 Fix wrong viewport being used in depth-only rendering. Do not setup rendertarget & depth stencil for debug geometry rendering, if nothing to render. 10 年 前
  Lasse Öörni 9f044cb1fa Refactor FindNamedTexture() so that programmatically stored cubemap textures without a proper file extension can be used for texture binding in the renderpath. Expose GetExistingResource() to script. 10 年 前
  Lasse Öörni 03c517ebda Fix out of bounds array access related to RenderPathCommand outputs. Changed to store name and face within a pair. Added missing render path-related script bindings. 10 年 前
  Lasse Öörni 0bf8877d1e Fix D3D build. 10 年 前
  Lasse Öörni a8bf39ca7e Remove redundant check. 10 年 前
  Lasse Öörni 15f338b3c0 Allow RenderPath to define cube map rendertargets. Allow RenderPath to refer to rendertargets created programmatically and stored as named manual resources. 10 年 前
  Lasse Öörni 97fb2638db Add fill mode to materials. 10 年 前
  Lasse Öörni 596c32345e Force extra screen buffers to RGBA only on OpenGL 2. 10 年 前
  Lasse Öörni b8c7c59eca Configure amount of allowed bones for hardware skinning based on the rendering API. Allow 128 bones on Direct3D 11 & OpenGL 3. Add -mb (maxbones) parameter to AssetImporter & OgreImporter. When using OpenGL 3, allow deferred rendering to use different MRT formats without forcing an RGBA substitute rendertarget. 10 年 前
  Lasse Öörni bd8f455e15 Minor code formatting. 10 年 前
  Lasse Öörni f450d0c3b4 Reuse constant buffer object number when resizing. Do not mark light queue to shadow batches, as it is unnecessary and could lead to shader parameter update bugs (requires further refactoring to prevent in the Graphics class.) 10 年 前
  Lasse Öörni a0a1d13109 Do pass queue lookup only once when executing the scene pass command. 10 年 前
  Lasse Öörni 918d299450 Minor optimization of Drawable::MarkInView(): resize once instead of clear and push. 10 年 前
  Lasse Öörni 6c3b8078f6 Split GetBatches() into sub-functions to aid in profiling. Minor optimization of View::GetTechnique() when using the default material. 10 年 前
  Lasse Öörni e2afa34bb7 Refactor Technique to not use HashTable for passes, but instead a vector with dynamically allocated pass indices. HashTable class removed as there were no other uses for it, and it was programmer-unfriendly compared to HashMap. 10 年 前
  Lasse Öörni db62248def Only collect the shadow caster projection space merged bounding box when necessary (focused spot lights.) 10 年 前
  Lasse Öörni c833b34b7a Remove Graphics::SetDrawAntialiased() as it does not help the situation it was created for (blurred UI rendering on Nvidia 16x multisampling on OpenGL) and it cannot be implemented on D3D11. 10 年 前
  Lasse Öörni 988f1fdc33 Merge branch 'master' into render-refactor 10 年 前
  Lasse Öörni 17cf79ab82 D3D11 rendertarget and initial shadow (directional & spot light) support. Fix creating too many rasterizer states for depth bias by quantizing. Fix crash on exit if states failed to create. 10 年 前
  Lasse Öörni 3feb6875fd Do not redirect final quad rendering to the backbuffer on OpenGL after rendertarget ping-ponging. Fixes #674. 10 年 前
  Lasse Öörni 9f129ecd51 Merge branch 'master' into render-refactor 10 年 前
  Lasse Öörni 9a98779ae9 Remove StreamFrequency related functions from Graphics public API as unnecessary. 10 年 前
  Lasse Öörni 51c80107e9 Removed debug log prints from OGLGraphics.cpp. Fixed build warnings. 10 年 前
  Lasse Öörni 88080dad31 Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function. 10 年 前
  Lasse Öörni 87338ce74c Minor optimization of GetLitBatches() by calculating only once if the light has a negative color. 10 年 前
  Lasse Öörni 21d7883455 Optimize and clean up base batch / vertex light batch processing. Fix light limiting not taking point light's effective intensity into account properly. 10 年 前
  Lasse Öörni 41b2bd749a Reorder Drawable member variables and combine functions that are called when a Drawable is marked visible for slight performance gain. Remove hardcoded check for SkyBox for whether to not include a drawable in shadow focusing calculations, and instead check for a huge bounding box. 10 年 前
  Lasse Öörni 5753a90b57 Speed up collecting visible drawables. 10 年 前
  Lasse Öörni 56f64c60b9 Texture unit refactoring. On desktop ensure continuous range of 8 material texture units, while mobile has 5. Material can define a volume (3D) texture in the volume unit (desktop only.) 10 年 前