Commit History

Author SHA1 Message Date
  Xavier Maupeu cf501d9585 add functions in Renderer to set shadow softness and VSM shadow parameters 10 years ago
  Lasse Öörni 2b25100ef6 Fix writing to the inverse size uniforms as if they were Vector4's. Closes #1087. 10 years ago
  Xavier Maupeu 4e41906157 first modifications in order to integrate VSM shadow 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
  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 97fb2638db Add fill mode to materials. 10 years ago
  Lasse Öörni 607b173e53 Reinterpret-cast shader parameter source hash values consistently to const void* to avoid potential 64bit build warnings. 10 years ago
  Lasse Öörni cdfb6b77d9 Set shaders before material state to ensure changing the depth bias on OpenGL dirties the camera shader parameter group properly. 10 years ago
  Lasse Öörni bd8f455e15 Minor code formatting. 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 c8e406489d Revert OpenGL-incompatible change in Batch::Prepare(). 10 years ago
  Lasse Öörni 401585972d Optimize Graphics::SetVertexBuffers() on D3D11. 10 years ago
  Lasse Öörni 5ac8f1fb43 Clean up / reorder light shader parameter handling. 10 years ago
  Lasse Öörni 48483ac07c Reduce number of distinct shader parameter groups to prepare for mapping them to constant buffers. 10 years ago
  Lasse Öörni 88080dad31 Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function. 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 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 years ago
  Lasse Öörni 0990fd72f2 Added Graphics::GetPixelUVOffset() to get the half-pixel offset required by D3D9, avoids #ifdef'ing. Clean up shadow matrix calculation. 11 years ago
  Lasse Öörni 90833996fa Make sure to avoid memory overwrite in case the light's cascade splits would be configured incorrectly in respect to hardware limits. 11 years ago
  Lasse Öörni c08fa5e94d Calculate a shader parameter hash value to eliminate setting of unnecessary constants/uniforms when rendering with multiple materials that have the same parameters. 11 years ago
  Lasse Öörni 79e45ba7e3 Reduce cost of shader switching on Direct3D9 by maintaining shader parameter list for each vertex/pixel shader combination similarly to the OpenGL ShaderProgram class. Remove the shadertype parameter from Graphics::HasShaderParameter() as unnecessary. 11 years ago
  Lasse Öörni bb2ebf7568 Bump copyright to 2015. 11 years ago
  Yao Wei Tjong 姚伟忠 f719e3a429 Remove explicit inclusion of precompiled header file. 11 years ago
  Lasse Öörni d023b06b3d Get rid of overrideView_ member in Batch, as it is no longer used by Skybox, and directional light quads can be made to work without it. Cleanup Light code. 11 years ago
  Lasse Öörni b6caeb02a5 Document depth rendering. Disable depth write when sampling a HW depth texture. Disable stencil optimizations when using a custom depth texture, as in that case stencil channel availability can't be guaranteed. Changed -renderpath command line option to use the full resource name instead of defaulting to the RenderPaths directory. Removed test code from ForwardHWDepth renderpath. Closes #597. 11 years ago
  Yao Wei Tjong 姚伟忠 359efb2d37 Move the DebugNew.h from Urho3D/Container subdir to Urho3D subdir. 11 years ago
  Yao Wei Tjong 姚伟忠 0a2e601307 Change the include path for Precompiled header to fix MSVC build. 11 years ago
  Yao Wei Tjong 姚伟忠 b51e419c88 Change impl. file to include the header file from corresponding subdir. 11 years ago
  Yao Wei Tjong 姚伟忠 bcf7c94ec8 Rename Source/Engine to Source/Urho3D. 11 years ago