Lasse Öörni
|
ede04a46f1
Added equality operator to VertexElement. Add multiple color & UV channel (up to 4) support to AssetImporter. Make editor's resource browser recognize the UMD2 model format. Closes #707.
|
9 years ago |
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 years ago |
Lasse Öörni
|
06d8ea602d
Move legacy vertex element information to GraphicsDefs.cpp so that it doesn't have to be repeated for different graphics APIs.
|
9 years ago |
Lasse Öörni
|
a458d30fd5
Initial freeform vertex declarations for D3D9.
|
9 years ago |
urho3d-travis-ci
|
c4f6f315ff
Travis CI: bump copyright to 2016.
|
10 years ago |
Lasse Öörni
|
1e8335d5a4
Merge remote-tracking branch 'hjmediastudios/AddViewMatrix'
|
10 years ago |
Nick Royer
|
360328d2d1
Added inverse view matrix
|
10 years ago |
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 years ago |
Yao Wei Tjong 姚伟忠
|
431559c2bd
For Travis CI & AppVeyor - unified 'ci' rake task and spring cleaning.
|
10 years ago |
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 years ago |
Xavier Maupeu
|
cf501d9585
add functions in Renderer to set shadow softness and VSM shadow parameters
|
10 years ago |
Xavier Maupeu
|
362242bd3b
update script API for ShadowQuality
|
10 years ago |
Xavier Maupeu
|
4e41906157
first modifications in order to integrate VSM shadow
|
10 years ago |
Lasse Öörni
|
b8c7c59eca
Configure amount of allowed bones for hardware skinning based on the rendering API. Allow 128 bones on Direct3D 11 & OpenGL 3. Add -mb (maxbones) parameter to AssetImporter & OgreImporter. When using OpenGL 3, allow deferred rendering to use different MRT formats without forcing an RGBA substitute rendertarget.
|
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
|
e106f1b389
D3D11 clip plane support. Check that multisample level is supported. Various shader fixes.
|
10 years ago |
Lasse Öörni
|
b9278e0a94
Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation.
|
10 years ago |
Lasse Öörni
|
e919935abd
Merge back D3D9 & D3D11 shaders using macros. Removed the "custom" constant buffer slot; rather allow to prevent the default material CB from being defined.
|
10 years ago |
Lasse Öörni
|
a1d1f08190
Split uniforms into constant buffers on D3D11.
|
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
|
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
|
b7d87c613f
Refer to HTML5 platform more accurately.
|
10 years ago |
Lasse Öörni
|
3f2f88441d
Enable cascaded shadows on Emscripten.
|
10 years ago |
Lasse Öörni
|
84b5a2de5f
Shadow support on Emscripten. For now same capability as on mobiles; no cascaded shadow map.
|
11 years ago |
Lasse Öörni
|
7e350343d5
Define MOBILE_GRAPHICS or DESKTOP_GRAPHICS in GraphicsDefs.h based on the platform. Avoid GetPlatform() and string compare in Technique.
|
11 years ago |
Lasse Öörni
|
bb2ebf7568
Bump copyright to 2015.
|
11 years ago |
Lasse Öörni
|
40f2229954
Specify extern also in .cpp file to fix error on MinGW. Normalize order of extern and dllexport/import.
|
11 years ago |
Lasse Öörni
|
5c4dcf8035
Add export specifier to objects in GraphicsDefs and make them const. Fixes #621.
|
11 years ago |
Lasse Öörni
|
6fc05e9373
Added support for defining custom depth-stencil textures in the renderpath, and performing depth-only rendering passes. Readded support for readable HW depth format (on D3D9 it uses the INTZ hack.) Improved RenderPath & Graphics Lua bindings. Added -renderpath command line option to specify the renderpath file to use.
|
11 years ago |
Yao Wei Tjong 姚伟忠
|
b51e419c88
Change impl. file to include the header file from corresponding subdir.
|
11 years ago |