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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05c0e7741b
Allow also scenepass & forwardlights commands to define shader parameters.
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9 years ago |
Lasse Öörni
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f8ebf2dbc9
Line antialiasing support in Graphics, Material, DebugRenderer classes. Closes #1627.
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9 years ago |
Lasse Öörni
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fc42e5d98e
Merge branch 'multisample-textures'
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9 years ago |
Lasse Öörni
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1bb04b2cbd
Avoid getting a light's lightMask constantly when looping over geometries, rather get it once into a stack variable.
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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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46793bbb72
Match multisample mode of the substitute rendertarget & screen buffers with the final destination rendertarget.
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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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f75fbfa688
Add multisample & autoresolve definitions to RenderTargetInfo.
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9 years ago |
Lasse Öörni
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508db7feb8
Create additional screen buffers as non-antialiased to avoid extra resolves, with the assumption that they will be used for quad ping-ponging in postprocess effect chain.
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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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2fe4cb0131
Add max extrusion parameter for directional lights. Default to 1000. This prevents large far clip causing poor shadow map depth resolution and too strong effect of depth bias parameters, but can be increased if very tall shadows are needed.
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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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7b5da6669f
Skip adding a deferred light volume batch when the light has low 8 bits of lightmask cleared; it would not have effect due to the stencil test. Skip shadow map render when there are no forward & deferred batches using it.
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9 years ago |
Lasse Öörni
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2c2c6d26b1
Merge branch 'api-agnostic-headers'
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9 years ago |
Lasse Öörni
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28ad5d5dbd
Fix ambiguous operations when C++11 Urho3D features are enabled by using WeakPtr default constructor instead.
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9 years ago |
Lasse Öörni
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11b1e2cc2d
Shadow batches don't need a zone, since they shouldn't use ambient color or fogging settings. This also fixes a bug with erroneous fog settings when OpenGL constant buffers are used.
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9 years ago |
Lasse Öörni
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f8d636426c
Make ShaderVariation class header API-agnostic.
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9 years ago |
Franck Poulain
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332fe215f6
SendEvent new renderpath command
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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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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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ed8740428c
Remove cCameraRot uniform. Instead derive from cViewInv as necessary. Closes #1163.
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9 years ago |
Lasse Öörni
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0c10106cd8
Dummy implementation for D3D9 Texture2DArray. Texture2DArray Lua bindings.
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9 years ago |
Lasse Öörni
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55d1d82784
Improved occluder sorting contributed by Enhex. Closes #1305.
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9 years ago |
reattiva
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e253afe756
Fixed D3D9 build.
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9 years ago |
reattiva
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88d403b9b8
Added Texture2DArray.
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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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ca3f3ced4f
Prefer to use camera's EffectiveWorldTransform for view inverse to avoid double inversing.
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10 years ago |