Lasse Öörni
|
14bb9f98be
Remember custom depth stencil surface if defined during renderpath, and use it also for any debug rendering. Closes #1975.
|
8 years ago |
urho3d-travis-ci
|
ee054a1507
Travis CI: bump copyright to 2017.
|
9 years ago |
Lasse Öörni
|
fd4a9bdb9b
Load & store a different set of shader variations into Pass if necessary, when a renderpath scenepass command defines additional shader compile defines.
|
9 years ago |
Lasse Öörni
|
05c0e7741b
Allow also scenepass & forwardlights commands to define shader parameters.
|
9 years ago |
Lasse Öörni
|
fe2e70db13
Clean up view event sending code. Add 2 new view events: buffers allocated, and global shader parameters set.
|
9 years ago |
Lasse Öörni
|
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.
|
9 years ago |
Lasse Öörni
|
995fbd4213
Add public accessors for View's view rectangle & view dimensions. Explain that Viewport may return a zero rect, which means to dynamically use the rendertarget's full size. Add todo's related to Viewport::WorldToScreenPoint() && Viewport::ScreenToWorldPoint() potentially operating incorrectly for texture rendertargets. Closes #1482.
|
9 years ago |
Franck Poulain
|
bcac85a0ac
Tabs to spaces
|
9 years ago |
Franck Poulain
|
f0775adfbc
Change View::FindNamedTexture() function to be public
|
9 years ago |
Lasse Öörni
|
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.
|
9 years ago |
urho3d-travis-ci
|
c4f6f315ff
Travis CI: bump copyright to 2016.
|
10 years ago |
Xavier Maupeu
|
45aa12c496
VSM shadow map can be blurred
|
10 years ago |
Lasse Öörni
|
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.
|
10 years ago |
Ivan K
|
f02cd63437
OBJECT -> URHO3D_OBJECT
|
10 years ago |
Lasse Öörni
|
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.
|
10 years ago |
aster2013
|
6bd1d77634
Add baseTypeName argument to OBJECT macro.
|
10 years ago |
Lasse Öörni
|
0a6a8a9de6
Allow the application to get access to a View's occlusion buffer for debug visualization. Clear occlusion buffer to farclip Z value instead of maximum (0x7fffffff)
|
10 years ago |
Yao Wei Tjong 姚伟忠
|
b1c3261b91
Fix CID 104877 (UNINIT) - useScissor_ is uninitialized.
|
10 years ago |
Lasse Öörni
|
b53b584123
8-bit render order support in materials. This adjusts the drawing order within a scene pass, and takes precedence over both state & distance sorting.
|
10 years ago |
Yao Wei Tjong 姚伟忠
|
fa77a456f8
Reformat Urho3D source files to get rid of the indents on empty lines.
|
10 years ago |
Lasse Öörni
|
bb17ef1570
Blit to backbuffer before debug geometry if used resolve from backbuffer to acquire the scene initially for postprocessing. Closes #741.
|
10 years ago |
Lasse Öörni
|
0bf8877d1e
Fix D3D build.
|
10 years ago |
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 years ago |
Lasse Öörni
|
6c3b8078f6
Split GetBatches() into sub-functions to aid in profiling. Minor optimization of View::GetTechnique() when using the default material.
|
10 years ago |
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 years ago |
Lasse Öörni
|
db62248def
Only collect the shadow caster projection space merged bounding box when necessary (focused spot lights.)
|
10 years ago |
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 years ago |
Lasse Öörni
|
bb2ebf7568
Bump copyright to 2015.
|
11 years ago |
Lasse Öörni
|
3dc651ca74
Fix Renderer2D build. Code cleanup.
|
11 years ago |
Lasse Öörni
|
4d320ad198
Fixed the "lightvolumes" render path command not allowing custom shader defines. Added hardware depth utilizing deferred & prepass renderpaths as an example. These use less bandwidth and therefore perform faster, but the deferred path will cause far plane artifacts on OpenGL due to stencil buffer not being available when a readable depth format is used.
|
11 years ago |