Commit History

Author SHA1 Message Date
  Lasse Öörni 508db7feb8 Create additional screen buffers as non-antialiased to avoid extra resolves, with the assumption that they will be used for quad ping-ponging in postprocess effect chain. 9 years ago
  Lasse Öörni 56edbef9d6 Initial multisample support for Texture2D on Direct3D9. 9 years ago
  Lasse Öörni 2fe4cb0131 Add max extrusion parameter for directional lights. Default to 1000. This prevents large far clip causing poor shadow map depth resolution and too strong effect of depth bias parameters, but can be increased if very tall shadows are needed. 9 years ago
  Lasse Öörni 48cd15bc5a Store camera projection matrix as API-independent and convert as necessary (preparation for allowing the user to define a custom projection matrix.) Camera GetProjection() API changed; GetGPUProjection() is now used to get the API-specific projection for use as a shader parameter. 9 years ago
  Lasse Öörni 7b5da6669f Skip adding a deferred light volume batch when the light has low 8 bits of lightmask cleared; it would not have effect due to the stencil test. Skip shadow map render when there are no forward & deferred batches using it. 9 years ago
  Lasse Öörni 2c2c6d26b1 Merge branch 'api-agnostic-headers' 9 years ago
  Lasse Öörni 28ad5d5dbd Fix ambiguous operations when C++11 Urho3D features are enabled by using WeakPtr default constructor instead. 9 years ago
  Lasse Öörni 11b1e2cc2d Shadow batches don't need a zone, since they shouldn't use ambient color or fogging settings. This also fixes a bug with erroneous fog settings when OpenGL constant buffers are used. 9 years ago
  Lasse Öörni f8d636426c Make ShaderVariation class header API-agnostic. 9 years ago
  Franck Poulain 332fe215f6 SendEvent new renderpath command 9 years ago
  Eugene Kozlov c92894d250 Add support of custom per-instance data in batches. 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 97bb1769d0 Rework renderpath quad commands to use same quad transform as deferred directional lights, with the camera projection set correctly. Set quad command's shader parameters last to allow overriding any engine shader parameter (except the quad's model transform.) Remove unused function parameters. Closes #1370. 9 years ago
  Lasse Öörni ed8740428c Remove cCameraRot uniform. Instead derive from cViewInv as necessary. Closes #1163. 9 years ago
  Lasse Öörni 0c10106cd8 Dummy implementation for D3D9 Texture2DArray. Texture2DArray Lua bindings. 9 years ago
  Lasse Öörni 55d1d82784 Improved occluder sorting contributed by Enhex. Closes #1305. 9 years ago
  reattiva e253afe756 Fixed D3D9 build. 9 years ago
  reattiva 88d403b9b8 Added Texture2DArray. 9 years ago
  urho3d-travis-ci c4f6f315ff Travis CI: bump copyright to 2016. 10 years ago
  Lasse Öörni ca3f3ced4f Prefer to use camera's EffectiveWorldTransform for view inverse to avoid double inversing. 10 years ago
  Nick Royer 360328d2d1 Added inverse view matrix 10 years ago
  Xavier Maupeu dbcfc9721e merge VSM shadow 10 years ago
  Lasse Öörni 2b25100ef6 Fix writing to the inverse size uniforms as if they were Vector4's. Closes #1087. 10 years ago
  Xavier Maupeu fc41f4bfa6 fix bug with simple shadow and pcf shadow in direct3d9 10 years ago
  Xavier Maupeu 45aa12c496 VSM shadow map can be blurred 10 years ago
  Xavier Maupeu 0567cbeaf4 remove shadow bias for vsm 10 years ago
  Xavier Maupeu 78a85ff2c6 simple VSM is working 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
  Lasse Öörni b616aa6272 Merge remote-tracking branch '1vanK/master' 10 years ago
  Lasse Öörni 48c600711a Fix wrong boolean check for determining what viewport read/write operations are used by the renderpath. Closes #974. 10 years ago