提交历史

作者 SHA1 备注 提交日期
  Simon Flores 3173c6199c Update Transform.glsl 8 年之前
  Lasse Öörni 7d06916bc5 Remove semicolon from shader transform (iModelMatrix) macros, as it should instead be part of the statement where the macro is being used. Closes #1829. 8 年之前
  Lasse Öörni f1cb469a34 Fix getting world-space tangent for billboards. Closes #1678. 9 年之前
  Lasse Öörni ccf1abec81 Cleanup cameraPos function parameter from GLSL directional billboard code. Fix directional billboard face camera rotation calculation when billboards are in model space (relative to node). Related to #1471. 9 年之前
  Yusuf Umar b24bcb8928 No longer need to passing camera position to direction billboard vertex buffer because Urho3D already has default uniform to do the job. 9 年之前
  Yusuf Umar f9e65027e3 Implementing RibbonTrail 9 年之前
  Lasse Öörni 8215c42e37 OpenGL arbitrary vertex attributes. Change GLSL attribute indexing to zero-based to match HLSL, so the second texcoord (lightmaps, billboard sizes) is now called texCoord1, and instancing texcoords are texCoord4,5,6. 9 年之前
  Yusuf Umar a8d9308abe Moving billboard rotate computation from CPU to GPU. Particle with direction should run faster now. 10 年之前
  Yusuf Umar 353c459e0d Adding direction for particle/billboard. It can create pseudo 3d effect inspired by Unity stretched billboard. Can be used by using face camera option 'Rotate Along Direction'. 10 年之前
  Lasse Öörni 6d2853d81d Add 32-bit integer object index attribute for custom instancing schemes. May not work on GLES2 as it's using attribute index 13. Not supported on D3D9. Closes #1108. 10 年之前
  Jukka Jylänki fc0d427557 Add support for GPU hardware instancing on Emscripten. In WebGL 1 it is exposed by the ANGLE_instanced_arrays ( https://www.khronos.org/registry/webgl/extensions/ANGLE_instanced_arrays/ ) extension, and in WebGL 2, it is enabled in core. 10 年之前
  Lasse Öörni 0e5a05afc7 OpenGL 3 constant buffer support. 10 年之前
  Lasse Öörni 992cbcc73f Fix GLSL deprecation warnings. OpenGL 3 clip plane support. Use R32F format on OpenGL 3 for deferred linear depth instead of manual RGB encoding & decoding. 10 年之前
  Lasse Öörni 07a75dc37b Initial OpenGL 3.2 support. 10 年之前
  Lasse Öörni b96f47db61 Change order of matrix multiplies in GLSL to eliminate need to transpose matrix uniforms and make the order consistent with skinned & instanced rendering. 11 年之前
  Yao Wei Tjong 姚伟忠 05a8b79fd2 Rename "Bin" subdir to "bin". 11 年之前