Lasse Öörni
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7451d6fece
Add EndAllViewsRender event, emitted when Renderer::Render() is finished. Closes #1830.
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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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59be3a2a17
Increase default VSM light bleeding prevention to 0.9 (from dragonCASTjosh.) Closes #1716.
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9 years ago |
Johnathan Jenkins
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d78fc4020f
minor typos
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9 years ago |
Lasse Öörni
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1bb6d3d1ac
Support for mipmapped rendertargets & automatic mip regeneration after rendering. Renderer allocated screen buffers are not mipmapped, but a manually created rendertarget texture will be (like regular textures), unless disabled by calling SetNumLevels(1).
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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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fa42bc6a8f
Fix erroneous reuse of the backbuffer depth buffer when multisampling is used. Closes #1625.
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9 years ago |
Lasse Öörni
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c923476847
Merge branch 'master' into multisample-textures
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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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749c283fb7
Since it appears none of the APIs support sampling a multisampled cube texture, remove the autoresolve parameter and always set it true if multisampled for cube textures. Make it a warning (not error) to attempt no autoresolve for a 2D multisampled texture on Direct3D9.
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9 years ago |
Lasse Öörni
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c745d2ea52
Multisampled cube rendertarget on Direct3D9.
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9 years ago |
Lasse Öörni
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fe2e70db13
Clean up view event sending code. Add 2 new view events: buffers allocated, and global shader parameters set.
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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 |
Lasse Öörni
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6895a512af
Pass-level mechanism for eliminating unnecessary shader compilation defines. Closes #1567. Use this mechanism to eliminate PACKEDNORMAL define from depth & shadow pass in normalmapped techniques.
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9 years ago |
Lasse Öörni
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48cd15bc5a
Store camera projection matrix as API-independent and convert as necessary (preparation for allowing the user to define a custom projection matrix.) Camera GetProjection() API changed; GetGPUProjection() is now used to get the API-specific projection for use as a shader parameter.
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9 years ago |
Lasse Öörni
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515dfa760c
Fix backbuffer not getting cleared in the situation where just the UI and rendertexture views are being rendered. (http://urho3d.prophpbb.com/topic2238.html)
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9 years ago |
Yusuf Umar
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f9e65027e3
Implementing RibbonTrail
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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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a1c458f28e
Reduce amount of unnecessary Frustum::UpdatePlanes() calls. A default-constructed degenerate frustum no longer has its planes updated on construction, but instead the planes will remain in default-constructed state.
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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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97bb1769d0
Rework renderpath quad commands to use same quad transform as deferred directional lights, with the camera projection set correctly. Set quad command's shader parameters last to allow overriding any engine shader parameter (except the quad's model transform.) Remove unused function parameters. Closes #1370.
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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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a123794886
Normal offset support in GLSL. Fix deferred specular in GLSL.
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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 |
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 |