Commit History

Author SHA1 Message Date
  1vanK ef1dfe3417 AS Autobindings 5 years ago
  1vanK 722e2dfceb Typos 5 years ago
  urho3d-travis-ci 1151b8a2d6 Travis CI: bump copyright to 2020. 6 years ago
  Vitalii Minnakhmetov 06fa2a728d Make doxygen catch global enums 6 years ago
  urho3d-travis-ci a476f0c401 Travis CI: bump copyright to 2019. 7 years ago
  Eugene Kozlov 82c5529295 Rename Quality to MaterialQuality. Revert AnimationTrack default ctor. Rename UseEvent to UpdateEvent. Make FlagSet casts more strict. Minor changes. 7 years ago
  Rokas Kupstys 966590d8e7 Use FlagSet<> for storing masks. 7 years ago
  Yao Wei Tjong 姚伟忠 d43bf1b3d6 Clang-Tidy - hicpp-signed-bitwise. 7 years ago
  Yao Wei Tjong 姚伟忠 6d08bcd8c0 Clang-Tidy - hicpp-member-init. 7 years ago
  Yao Wei Tjong 姚伟忠 29fed24492 Rinse and repeat by invoking clang-tidy (v3.9) from CLI directly. 8 years ago
  urho3d-travis-ci 70049ba582 Travis CI: bump copyright to 2018. 8 years ago
  Yao Wei Tjong 姚伟忠 d6eb307e34 Clang-Tidy - google-explicit-constructor. 8 years ago
  Yao Wei Tjong 姚伟忠 5e89e566e6 Clang-Tidy - modernize-use-override. 8 years ago
  Eugene Kozlov de249a1963 Remove casts around nullptr. 8 years ago
  Eugene Kozlov 5a2bec95f1 Automatic upgrade: override, typedef to using, 0 to nullptr. 8 years ago
  Lasse Öörni df669fbe1b Restore earlier HelloGUI sample, instead create separate Hello3DUI which demonstrates 3D UI render to texture. Move getting viewport related to scene from Scene to Renderer, so that Scene doesn't have to know about Renderer unnecessarily. Refactor the internal UI render calls related to rendertarget use. 8 years ago
  Lasse Öörni de18c72ce7 Cleanup unused code from Renderer. Add "persistent" flag to readable depth buffers in the HWDepth deferred renderpaths. This is required to fix a D3D11 bug leading to garbled display with multiple rendertexture views that use readable depth. Closes #2082. 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 f01024881f Add multisampling possibility for VSM shadows. 9 years ago
  Lasse Öörni 56edbef9d6 Initial multisample support for Texture2D on Direct3D9. 9 years ago
  Lasse Öörni 83acf5bc14 Optional per-texture specifiable max. anisotropy level. Closes #1563. 9 years ago
  Eugene Kozlov c92894d250 Add support of custom per-instance data in batches. 9 years ago
  Lasse Öörni f4f3ffde76 Improve comment for Renderer::SetDynamicInstancing(). 9 years ago
  Lasse Öörni 1535323815 Set default mobile shadow bias adjustments to ineffective since they no longer appear necessary. 9 years ago
  Lasse Öörni f36abeb57c Force highp for shadow related samplers, uniforms & varyings on GLES for better shadows on iOS. Note: may be incompatible for some mobile GPU's that don't support highp at all. 9 years ago
  Lasse Öörni 83e3772a34 Halve default VSM softness. Scale VSM blurring to shadow resolution, so that low resolutions don't receive too much blur. Note: when using VSM, you should set all your large surfaces (such as floors or terrains) to cast shadows. Otherwise shadows will be unnaturally thin. The Urho builtin samples don't do this to avoid artifacts on mobiles where VSM can't be used, and the bias is tricky to get right. 9 years ago
  Lasse Öörni f908fa4cfd Fix normal offset GLSL code for GLES. Set default mobile multiplier for normal offset to 2. 9 years ago
  Lasse Öörni 7160a0ab7c Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL. 9 years ago
  Lasse Öörni 1ba0958fa7 Fix render-to-texture views (part of a material) not being updated on the first frame. 9 years ago