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 |