aster bb0ffb942a Merge branch 'master' of https://github.com/urho3d/Urho3D 11 ani în urmă
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Direct3D9 e68c051a35 Added rest of geometry types. Closes #413. 11 ani în urmă
OpenGL e68c051a35 Added rest of geometry types. Closes #413. 11 ani în urmă
AnimatedModel.cpp 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. 11 ani în urmă
AnimatedModel.h 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
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. 11 ani în urmă
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. 11 ani în urmă
AnimationController.cpp 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
AnimationController.h 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
AnimationState.cpp 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. 11 ani în urmă
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. 11 ani în urmă
Batch.cpp e82b3d53a1 Added support for zones defining a texture (either cube or 3D), that will be available in pixel shaders when rendering objects inside the zone. 11 ani în urmă
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. 11 ani în urmă
BillboardSet.cpp 84d06d2e61 Merged the face camera boolean and axes parameters used by BillboardSet & Text3D into a FaceCameraMode enum. Implement none, rotate XYZ, rotate Y, lookat XYZ & lookat Y modes. More can be added as necessary. 11 ani în urmă
BillboardSet.h 84d06d2e61 Merged the face camera boolean and axes parameters used by BillboardSet & Text3D into a FaceCameraMode enum. Implement none, rotate XYZ, rotate Y, lookat XYZ & lookat Y modes. More can be added as necessary. 11 ani în urmă
CMakeLists.txt 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
Camera.cpp 84d06d2e61 Merged the face camera boolean and axes parameters used by BillboardSet & Text3D into a FaceCameraMode enum. Implement none, rotate XYZ, rotate Y, lookat XYZ & lookat Y modes. More can be added as necessary. 11 ani în urmă
Camera.h db59a66cbf Fix typo.[ci skip] 11 ani în urmă
CustomGeometry.cpp 46be516f56 Improved CustomGeometry API for vertex updates, and possibility to make the vertex buffer dynamic. Closes #415. 11 ani în urmă
CustomGeometry.h 46be516f56 Improved CustomGeometry API for vertex updates, and possibility to make the vertex buffer dynamic. Closes #415. 11 ani în urmă
DebugRenderer.cpp 4ac7b60758 Restructure the D3D9 GPU flush: after presenting, first wait for previous frame's query, then issue new query. To prevent a loop of device loss and window flicker, do not attempt to render on D3D9 when the window is minimized in fullscreen mode. 11 ani în urmă
DebugRenderer.h 176a9b7009 Minor fix to vertex buffer resize logic. [ci skip] 11 ani în urmă
DecalSet.cpp 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
DecalSet.h 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
Drawable.cpp 2082c026c2 Handle zone search better to avoid erroneous lower-priority zone assignment. Added OnRemoveFromOctree() virtual function to Drawable. Zone code simplified. Remove zone reference from drawables within its bounding box when the zone is being destroyed. 11 ani în urmă
Drawable.h bf6a054ac4 Use ordinary DRAWABLE_GEOMETRY flag on 2D drawables so that they can be raycasted against. Use a DRAWABLE_PROXYGEOMETRY flag on DrawableProxy2D so that it won't show up in normal raycasts or octree queries. Fixes #345. 11 ani în urmă
DrawableEvents.h 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
GPUObject.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
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. 11 ani în urmă
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. 11 ani în urmă
Graphics.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
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. 11 ani în urmă
GraphicsDefs.h e68c051a35 Added rest of geometry types. Closes #413. 11 ani în urmă
GraphicsEvents.h 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
GraphicsImpl.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
IndexBuffer.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
Light.cpp 5463254bbf Change references to Component::OnSetAttribute() to Serializable::OnSetAttribute() as the Component overload no longer exists. 11 ani în urmă
Light.h e82b3d53a1 Added support for zones defining a texture (either cube or 3D), that will be available in pixel shaders when rendering objects inside the zone. 11 ani în urmă
Material.cpp 3c7126de38 Asynchronous loading for AnimationSet2D. 11 ani în urmă
Material.h 3c7126de38 Asynchronous loading for AnimationSet2D. 11 ani în urmă
Model.cpp d986ec7d25 If loading a Model synchronously, read directly into the buffers like before to avoid extra allocation & copy. 11 ani în urmă
Model.h ba4cb70e42 Use PODVector for GeometryDesc to avoid MSVC warning. 11 ani în urmă
OcclusionBuffer.cpp 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
OcclusionBuffer.h 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
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. 11 ani în urmă
Octree.h 914dc798d4 Fix missing update of octree in headless mode, so that graphics raycasts work properly and animations are updated. 11 ani în urmă
OctreeQuery.cpp 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
OctreeQuery.h 3491baafd0 Added more accurate but more expensive raycast for BillboardSet, which approximates the individual billboards as spheres and gives the billboard index as the subobject. RAY_TRIANGLE level raycast must be used to enable it. Removed the RAY_AABB_NOSUBOBJECTS raycast level, as it was not used anywhere. 12 ani în urmă
ParticleEffect.cpp 5450b1d111 Asynchronous loading for ParticleEffect2D. 11 ani în urmă
ParticleEffect.h 677ab20986 Asynchronous loading for ParticleEffect. 11 ani în urmă
ParticleEmitter.cpp d60ca10c8f Restore Drawable base attributes to ParticleEmitter. Closes #407. 11 ani în urmă
ParticleEmitter.h c3fc39132b Made ParticleEmitter::ApplyEffect() public, as it's necessary if changing certain properties of the effect programmatically. Also mark network update if the emitter's effect is changed to none. 11 ani în urmă
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. 11 ani în urmă
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. 11 ani în urmă
RenderSurface.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
Renderer.cpp 56e0aad21d Minor rendering code cleanup. Added Plane::Project(). 11 ani în urmă
Renderer.h 56e0aad21d Minor rendering code cleanup. Added Plane::Project(). 11 ani în urmă
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. 11 ani în urmă
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. 11 ani în urmă
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. 11 ani în urmă
ShaderPrecache.h 92611f1249 Avoid string based duplicate detection in ShaderPrecache when possible. 12 ani în urmă
ShaderProgram.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
ShaderVariation.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
Skeleton.cpp 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. 11 ani în urmă
Skeleton.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. 11 ani în urmă
Skybox.cpp 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
Skybox.h 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
StaticModel.cpp ffe7a7699f Minor enhancement on getting optional resources and error handling. 12 ani în urmă
StaticModel.h 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
StaticModelGroup.cpp 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
StaticModelGroup.h 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
Tangent.cpp 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
Tangent.h 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
Technique.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. 11 ani în urmă
Technique.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. 11 ani în urmă
Terrain.cpp c85499b695 Allow relatively fast partial updates to a terrain by modifying the heightmap image and calling ApplyHeightMap(). Added WorldToHeightMap() function to Terrain for converting world coordinates to heightmap pixel positions. 11 ani în urmă
Terrain.h 016296a860 Remove unused variable. Fix Terrain Lua binding. 11 ani în urmă
TerrainPatch.cpp a36edf5d1e Fix TerrainPatch raycast normal to world space. 11 ani în urmă
TerrainPatch.h 6d5ddc23e0 Bump the copyright for 2014. 12 ani în urmă
Texture.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
Texture2D.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
Texture3D.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
TextureCube.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
VertexBuffer.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
VertexDeclaration.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 ani în urmă
View.cpp ad737e0d6e Documentation for background resource loading. Expanded Scene::LoadAsync() to either background load resources only, load scene + resources synchronously, or background load resources first, then load the scene. Closes #406. 11 ani în urmă
View.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. 11 ani în urmă
Viewport.cpp 85bcdaecf4 Add screen to world convert functions, PhysicsWorld2D use these function to pick rigid body. 11 ani în urmă
Viewport.h 85bcdaecf4 Add screen to world convert functions, PhysicsWorld2D use these function to pick rigid body. 11 ani în urmă
Zone.cpp e82b3d53a1 Added support for zones defining a texture (either cube or 3D), that will be available in pixel shaders when rendering objects inside the zone. 11 ani în urmă
Zone.h 46be516f56 Improved CustomGeometry API for vertex updates, and possibility to make the vertex buffer dynamic. Closes #415. 11 ani în urmă