Commit History

Author SHA1 Message Date
  Lasse Öörni 2e44b0b350 Squashed commit of the following: 9 years ago
  urho3d-travis-ci c4f6f315ff Travis CI: bump copyright to 2016. 10 years ago
  Lasse Öörni 6a3bbb8aab Fix D3D11 constant buffers for VSM. Fix editor shadow mode selection. Fix script API for new shadow modes. Fix debughud for new shadow modes. Edit documentation to refer to new shadow modes. Added contributor credit. Some code convention edits, e.g. VSM instead of Vsm. Dump new NinjaSnowWarShaders.xml file. 10 years ago
  Xavier Maupeu cf501d9585 add functions in Renderer to set shadow softness and VSM shadow parameters 10 years ago
  Xavier Maupeu 45aa12c496 VSM shadow map can be blurred 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 60d946eb64 Option to enable threaded occlusion rendering. May actually result in worse performance, so disabled by default. Report number of rendered occluders accurately (taking into account occluders rejected by being occluded themselves, or by running out of triangles.) Closes #970. 10 years ago
  Ivan K f02cd63437 OBJECT -> URHO3D_OBJECT 10 years ago
  Lasse Öörni bd3efa69c1 Remove code duplication from render stats gathering. 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
  aster2013 6bd1d77634 Add baseTypeName argument to OBJECT macro. 10 years ago
  Yao Wei Tjong 姚伟忠 ff501b39cc Fix CID 105884 (UNINIT_CTOR) - initialize Renderer2D::viewMask_. 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 507b1fd9ab Forward-declare Texture in Renderer.h. Fix potential missing return value for FindNamedTexture(). Closes #721. 10 years ago
  Lasse Öörni 15f338b3c0 Allow RenderPath to define cube map rendertargets. Allow RenderPath to refer to rendertargets created programmatically and stored as named manual resources. 10 years ago
  Lasse Öörni b227fb7680 Document where to find the QUALITY & SHADOWQUALITY constant definitions. 10 years ago
  Lasse Öörni 2961166acb Graphics code cleanup. Remove the GraphicsFeatures event, as now the features can not change during runtime. Move all OpenGL extensions checks to CheckFeatureSupport(). Fix an AMD GLSL compilation bug, which caused buggy 4-sample shadows. 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 480284fb23 Removed the triangle count based instancing check, as instancing a large number of the same mesh should always result in less CPU time. 10 years ago
  Lasse Öörni bb2ebf7568 Bump copyright to 2015. 11 years ago
  Lasse Öörni 4d320ad198 Fixed the "lightvolumes" render path command not allowing custom shader defines. Added hardware depth utilizing deferred & prepass renderpaths as an example. These use less bandwidth and therefore perform faster, but the deferred path will cause far plane artifacts on OpenGL due to stencil buffer not being available when a readable depth format is used. 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