Commit History

Author SHA1 Message Date
  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