Ivan K
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db15f0358e
PROFILE -> URHO3D_PROFILE
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10 years ago |
Lasse Öörni
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9bd1a02655
Copy the nostencil flag correctly from the source view.
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10 years ago |
Lasse Öörni
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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.
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10 years ago |
Jukka Jylänki
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fbd07ac39c
Remove BoundingBox::defined_ boolean and instead have min = INF and max = -INF denote the case when a bounding box is degenerate. This helps reduce branching and SSE'ifying BoundingBox. SSE optimize some hot BoundingBox functions.
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10 years ago |
Lasse Öörni
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7c5e441e89
Fixed Graphics::ResolveToTexture() to support less than full screen viewport on D3D11. Fixed missing release of source texture in failure case with a multisampled screenshot. Closes #882.
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10 years ago |
Lasse Öörni
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87e882e261
Fix Graphics::ResolveToTexture() erroneously reading current rendertarget instead of backbuffer on D3D11. Work around less-than-fullscreen viewport not resolving properly on D3D11.
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10 years ago |
Lasse Öörni
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0a6a8a9de6
Allow the application to get access to a View's occlusion buffer for debug visualization. Clear occlusion buffer to farclip Z value instead of maximum (0x7fffffff)
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10 years ago |
Lasse Öörni
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6f8ed55c0a
Fix the Depth shader on D3D11. Simplify View code to determine whether a substitute RT for the backbuffer is needed. Fix having to render the hardware depth stencil twice in the ForwardDepth renderpath.
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10 years ago |
Yao Wei Tjong 姚伟忠
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fa77a456f8
Reformat Urho3D source files to get rid of the indents on empty lines.
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10 years ago |
Lasse Öörni
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bb17ef1570
Blit to backbuffer before debug geometry if used resolve from backbuffer to acquire the scene initially for postprocessing. Closes #741.
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10 years ago |
Lasse Öörni
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d090b0be56
Added blendmode to renderpath commands (only used by QUAD commands.)
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10 years ago |
Lasse Öörni
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c94bd4310b
Fix incorrect viewport size when mixing rendering to backbuffer and to other textures in the renderpath.
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10 years ago |
Lasse Öörni
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507b1fd9ab
Forward-declare Texture in Renderer.h. Fix potential missing return value for FindNamedTexture(). Closes #721.
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10 years ago |
Lasse Öörni
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a19eead144
Fix non-desktop graphics builds.
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10 years ago |
Lasse Öörni
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318a3db786
Merge branch 'renderpath-cubemap'
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10 years ago |
Lasse Öörni
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c1e2d51338
Fix readable HW depth rendering on D3D11. Do not allocate a dummy color rendertarget for depth-only rendering unnecessarily on D3D11.
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10 years ago |
Lasse Öörni
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0298740da2
Fix wrong viewport being used in depth-only rendering. Do not setup rendertarget & depth stencil for debug geometry rendering, if nothing to render.
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10 years ago |
Lasse Öörni
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9f044cb1fa
Refactor FindNamedTexture() so that programmatically stored cubemap textures without a proper file extension can be used for texture binding in the renderpath. Expose GetExistingResource() to script.
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10 years ago |
Lasse Öörni
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03c517ebda
Fix out of bounds array access related to RenderPathCommand outputs. Changed to store name and face within a pair. Added missing render path-related script bindings.
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10 years ago |
Lasse Öörni
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0bf8877d1e
Fix D3D build.
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10 years ago |
Lasse Öörni
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a8bf39ca7e
Remove redundant check.
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10 years ago |
Lasse Öörni
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15f338b3c0
Allow RenderPath to define cube map rendertargets. Allow RenderPath to refer to rendertargets created programmatically and stored as named manual resources.
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10 years ago |
Lasse Öörni
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97fb2638db
Add fill mode to materials.
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10 years ago |
Lasse Öörni
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596c32345e
Force extra screen buffers to RGBA only on OpenGL 2.
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10 years ago |
Lasse Öörni
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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.
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10 years ago |
Lasse Öörni
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bd8f455e15
Minor code formatting.
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10 years ago |
Lasse Öörni
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f450d0c3b4
Reuse constant buffer object number when resizing. Do not mark light queue to shadow batches, as it is unnecessary and could lead to shader parameter update bugs (requires further refactoring to prevent in the Graphics class.)
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10 years ago |
Lasse Öörni
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a0a1d13109
Do pass queue lookup only once when executing the scene pass command.
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10 years ago |
Lasse Öörni
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918d299450
Minor optimization of Drawable::MarkInView(): resize once instead of clear and push.
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10 years ago |
Lasse Öörni
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6c3b8078f6
Split GetBatches() into sub-functions to aid in profiling. Minor optimization of View::GetTechnique() when using the default material.
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10 years ago |