aster2013 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
..
Direct3D9 7f3ff1a561 Fix Texture3D load failing always without an error message. Closes #513. il y a 11 ans
OpenGL 62fbdeee59 Fix uninitialized read of Texture::_format il y a 11 ans
AnimatedModel.cpp 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
AnimatedModel.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
Animation.cpp 8463393377 Initial resource background loading API and implementation. Background loading-capable implementation for textures (load image in background thread, upload image to GPU in main thread), other resources todo. il y a 11 ans
Animation.h 8463393377 Initial resource background loading API and implementation. Background loading-capable implementation for textures (load image in background thread, upload image to GPU in main thread), other resources todo. il y a 11 ans
AnimationController.cpp 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
AnimationController.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
AnimationState.cpp 367f6a345f Fixed skeletal animation trigger event not triggering for a looped animation, if the trigger point is defined at the animation's end. Fixed erroneous AngelScript binding for ValueAnimation::SetEventFrame(). il y a 11 ans
AnimationState.h 4a9ab417a8 As a possible fix to #409, remove the optimization to not mark a node dirty again if it is already dirty. As a consequence the TransformChanged() script function will work more logically. This change would cause reduced performance with a large amount of animating models; to counteract, introduce a "silent update" mechanism for node transforms. il y a 11 ans
Batch.cpp 3969b69b0d Refactor material shader parameter animations so that they happen in response to update events, the same as component/node attribute animations. This fixes material animations depending on visibility and therefore possibly going out of sync from other updates. Add possibility to associate material with scene to make it use the scene attribute update event instead of the global update event. il y a 11 ans
Batch.h bfd968f9d7 Removed the base batch / non-base batch separation from BatchGroup. This is only needed for light queues, so rather have LightBatchQueue have separate queues for base & non-base. il y a 12 ans
BillboardSet.cpp 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
BillboardSet.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
CMakeLists.txt 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
Camera.cpp 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
Camera.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
CustomGeometry.cpp 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
CustomGeometry.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
DebugRenderer.cpp 59d48c1a43 Allow to momentarily disable multisample antialiasing. Used for UI and fullscreen quad rendering. il y a 11 ans
DebugRenderer.h 176a9b7009 Minor fix to vertex buffer resize logic. [ci skip] il y a 11 ans
DecalSet.cpp 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
DecalSet.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
Drawable.cpp 5f0ed3fcf8 Fix more header warnings that could leak to an Urho3D application using maximum MSVC warning level. il y a 11 ans
Drawable.h 5f0ed3fcf8 Fix more header warnings that could leak to an Urho3D application using maximum MSVC warning level. il y a 11 ans
DrawableEvents.h 6d5ddc23e0 Bump the copyright for 2014. il y a 12 ans
GPUObject.h 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
Geometry.cpp 31ce69b490 DrawableProxy2D operation fixes. Should fix crashes with worker threads and sprite flickering. Note that there is no frustum culling for Drawable2D's, as the vertex buffer for all of them is generated at once, and culling would be problematic for multiple views. Closes #252. il y a 11 ans
Geometry.h 31ce69b490 DrawableProxy2D operation fixes. Should fix crashes with worker threads and sprite flickering. Note that there is no frustum culling for Drawable2D's, as the vertex buffer for all of them is generated at once, and culling would be problematic for multiple views. Closes #252. il y a 11 ans
Graphics.h 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
GraphicsDefs.cpp c3425334a3 Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276. il y a 11 ans
GraphicsDefs.h f1e25381a3 Support single image splitting for cube maps. Closes #445. il y a 11 ans
GraphicsEvents.h 03d9532b4a New E_WINDOWPOS event when SDL notifies window movement. Support for setting initial window position beforecreation. il y a 11 ans
GraphicsImpl.h 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
IndexBuffer.h 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
Light.cpp 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
Light.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
Material.cpp 3969b69b0d Refactor material shader parameter animations so that they happen in response to update events, the same as component/node attribute animations. This fixes material animations depending on visibility and therefore possibly going out of sync from other updates. Add possibility to associate material with scene to make it use the scene attribute update event instead of the global update event. il y a 11 ans
Material.h 3969b69b0d Refactor material shader parameter animations so that they happen in response to update events, the same as component/node attribute animations. This fixes material animations depending on visibility and therefore possibly going out of sync from other updates. Add possibility to associate material with scene to make it use the scene attribute update event instead of the global update event. il y a 11 ans
Model.cpp d07dc5919a Start model's geometries with at least 1 LOD level to prevent error when a call to SetNumGeometryLodLevels() is forgotten. 0 LOD levels does not make sense. il y a 11 ans
Model.h ba4cb70e42 Use PODVector for GeometryDesc to avoid MSVC warning. il y a 11 ans
OcclusionBuffer.cpp 8557571cb4 More robust check for OcclusionBuffer culling mode. Now also CULL_NONE mode should detect triangle facing correctly. il y a 11 ans
OcclusionBuffer.h 8557571cb4 More robust check for OcclusionBuffer culling mode. Now also CULL_NONE mode should detect triangle facing correctly. il y a 11 ans
Octree.cpp d5cfcd493b Further fixes for threaded drawable updates: ensure drawables per workitem > 0, do not update bounding boxes threaded as they may not be correct in case of hierarchical composition. il y a 11 ans
Octree.h 914dc798d4 Fix missing update of octree in headless mode, so that graphics raycasts work properly and animations are updated. il y a 11 ans
OctreeQuery.cpp 6d5ddc23e0 Bump the copyright for 2014. il y a 12 ans
OctreeQuery.h 5f0ed3fcf8 Fix more header warnings that could leak to an Urho3D application using maximum MSVC warning level. il y a 11 ans
ParticleEffect.cpp 5450b1d111 Asynchronous loading for ParticleEffect2D. il y a 11 ans
ParticleEffect.h 677ab20986 Asynchronous loading for ParticleEffect. il y a 11 ans
ParticleEmitter.cpp 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
ParticleEmitter.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
RenderPath.cpp 0c1e99161a Warn if rtsizedivisor mode, that doesn't exist anymore, is used in renderpath definition. Fix sizemultiplier mode getting the correct XML attribute. il y a 11 ans
RenderPath.h 981b5bcac4 Use viewport sized intermediate rendertargets so that pixels outside the viewport never leak into post-processing. Added viewport multiplier mode to renderpath definition. Closes #265. il y a 11 ans
RenderSurface.h 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
Renderer.cpp 833f84b346 Allocate the View object permanently for each viewport, so that rendering stats and visible geometries etc. can be reliably accessed from a particular viewport's View after rendering each frame. il y a 11 ans
Renderer.h 833f84b346 Allocate the View object permanently for each viewport, so that rendering stats and visible geometries etc. can be reliably accessed from a particular viewport's View after rendering each frame. il y a 11 ans
Shader.cpp 8463393377 Initial resource background loading API and implementation. Background loading-capable implementation for textures (load image in background thread, upload image to GPU in main thread), other resources todo. il y a 11 ans
Shader.h 8463393377 Initial resource background loading API and implementation. Background loading-capable implementation for textures (load image in background thread, upload image to GPU in main thread), other resources todo. il y a 11 ans
ShaderPrecache.cpp e8fdf7a7d8 Fix DrawableProxy2D check for large indices: vertex count needs to be over 0xffff. Do not attempt to precache instanced or shadowed pointlight shaders on OpenGL ES. il y a 11 ans
ShaderPrecache.h 92611f1249 Avoid string based duplicate detection in ShaderPrecache when possible. il y a 12 ans
ShaderProgram.h 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
ShaderVariation.h 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
Skeleton.cpp e55f92d5e2 Allow to set Skeleton's root bone index programmatically. il y a 11 ans
Skeleton.h e55f92d5e2 Allow to set Skeleton's root bone index programmatically. il y a 11 ans
Skybox.cpp 6d5ddc23e0 Bump the copyright for 2014. il y a 12 ans
Skybox.h 6d5ddc23e0 Bump the copyright for 2014. il y a 12 ans
StaticModel.cpp 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
StaticModel.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
StaticModelGroup.cpp 6d5ddc23e0 Bump the copyright for 2014. il y a 12 ans
StaticModelGroup.h 6d5ddc23e0 Bump the copyright for 2014. il y a 12 ans
Tangent.cpp 6d5ddc23e0 Bump the copyright for 2014. il y a 12 ans
Tangent.h 6d5ddc23e0 Bump the copyright for 2014. il y a 12 ans
Technique.cpp 943a2c348b Added mechanism to limit material techniques on desktop hardware. Closes #516. il y a 11 ans
Technique.h 943a2c348b Added mechanism to limit material techniques on desktop hardware. Closes #516. il y a 11 ans
Terrain.cpp 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
Terrain.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
TerrainPatch.cpp a36edf5d1e Fix TerrainPatch raycast normal to world space. il y a 11 ans
TerrainPatch.h 6d5ddc23e0 Bump the copyright for 2014. il y a 12 ans
Texture.h 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
Texture2D.h 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
Texture3D.h 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
TextureCube.h 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
VertexBuffer.h 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
VertexDeclaration.h 46285baf97 Refactor build scripts to group Urho3D specific build option. il y a 11 ans
View.cpp a5049d423f Avoid looping through geometries just before render just to find out their geometry update type. Removed the now unnecessary shadowGeometries_ vector. Thanks to OvermindDL1 for bringing this to attention. il y a 11 ans
View.h a5049d423f Avoid looping through geometries just before render just to find out their geometry update type. Removed the now unnecessary shadowGeometries_ vector. Thanks to OvermindDL1 for bringing this to attention. il y a 11 ans
Viewport.cpp 833f84b346 Allocate the View object permanently for each viewport, so that rendering stats and visible geometries etc. can be reliably accessed from a particular viewport's View after rendering each frame. il y a 11 ans
Viewport.h 833f84b346 Allocate the View object permanently for each viewport, so that rendering stats and visible geometries etc. can be reliably accessed from a particular viewport's View after rendering each frame. il y a 11 ans
Zone.cpp 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans
Zone.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. il y a 11 ans