Lasse Öörni
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2e44b0b350
Squashed commit of the following:
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9 years ago |
Xavier Maupeu
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e636d44df9
vsm implementaion for hlsl shaders
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10 years ago |
Lasse Öörni
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a626021d95
Fixes for VS texture fetch on D3D11.
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10 years ago |
Lasse Öörni
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6112220b16
Cube maps, point light shadows & deferred / light prepass rendering on D3D11.
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10 years ago |
Lasse Öörni
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17cf79ab82
D3D11 rendertarget and initial shadow (directional & spot light) support. Fix creating too many rasterizer states for depth bias by quantizing. Fix crash on exit if states failed to create.
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10 years ago |
Lasse Öörni
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e919935abd
Merge back D3D9 & D3D11 shaders using macros. Removed the "custom" constant buffer slot; rather allow to prevent the default material CB from being defined.
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10 years ago |
Lasse Öörni
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88080dad31
Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function.
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10 years ago |
Lasse Öörni
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56f64c60b9
Texture unit refactoring. On desktop ensure continuous range of 8 material texture units, while mobile has 5. Material can define a volume (3D) texture in the volume unit (desktop only.)
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11 years ago |
Yao Wei Tjong 姚伟忠
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05a8b79fd2
Rename "Bin" subdir to "bin".
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11 years ago |