Lasse Öörni 09c023e788 ParticleEffect Load & Save overloads with XMLElement do not need to be virtual. před 11 roky
..
Direct3D9 9d78a85348 Add events for GPU context loss & restore. před 11 roky
OpenGL 9d78a85348 Add events for GPU context loss & restore. před 11 roky
AnimatedModel.cpp c1ea1f9e06 Move attribute name as first parameter in ATTRIBUTE macro, same as other attribute macros. před 11 roky
AnimatedModel.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. před 11 roky
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. před 11 roky
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. před 11 roky
AnimationController.cpp 13d3f1c8ac Add attribute trait, treat ref attribute same with attribute. před 11 roky
AnimationController.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. před 11 roky
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(). před 11 roky
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. před 11 roky
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. před 11 roky
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. před 12 roky
BillboardSet.cpp c1ea1f9e06 Move attribute name as first parameter in ATTRIBUTE macro, same as other attribute macros. před 11 roky
BillboardSet.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. před 11 roky
CMakeLists.txt 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
Camera.cpp c1ea1f9e06 Move attribute name as first parameter in ATTRIBUTE macro, same as other attribute macros. před 11 roky
Camera.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. před 11 roky
CustomGeometry.cpp c1ea1f9e06 Move attribute name as first parameter in ATTRIBUTE macro, same as other attribute macros. před 11 roky
CustomGeometry.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. před 11 roky
DebugRenderer.cpp 59d48c1a43 Allow to momentarily disable multisample antialiasing. Used for UI and fullscreen quad rendering. před 11 roky
DebugRenderer.h 176a9b7009 Minor fix to vertex buffer resize logic. [ci skip] před 12 roky
DecalSet.cpp cb819a5a6f Remove class name and variant type from attribute macros. před 11 roky
DecalSet.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. před 11 roky
Drawable.cpp c1ea1f9e06 Move attribute name as first parameter in ATTRIBUTE macro, same as other attribute macros. před 11 roky
Drawable.h ae33830dd2 rename DRAWABLE_PROXYGEOMETRY DRAWABLE_RENDERER2D před 11 roky
DrawableEvents.h 6d5ddc23e0 Bump the copyright for 2014. před 12 roky
GPUObject.h 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
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. před 11 roky
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. před 11 roky
Graphics.h 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
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. před 11 roky
GraphicsDefs.h f1e25381a3 Support single image splitting for cube maps. Closes #445. před 11 roky
GraphicsEvents.h 9d78a85348 Add events for GPU context loss & restore. před 11 roky
GraphicsImpl.h 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
IndexBuffer.h 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
Light.cpp c1ea1f9e06 Move attribute name as first parameter in ATTRIBUTE macro, same as other attribute macros. před 11 roky
Light.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. před 11 roky
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. před 11 roky
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. před 11 roky
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. před 11 roky
Model.h ba4cb70e42 Use PODVector for GeometryDesc to avoid MSVC warning. před 11 roky
OcclusionBuffer.cpp 8557571cb4 More robust check for OcclusionBuffer culling mode. Now also CULL_NONE mode should detect triangle facing correctly. před 11 roky
OcclusionBuffer.h 8557571cb4 More robust check for OcclusionBuffer culling mode. Now also CULL_NONE mode should detect triangle facing correctly. před 11 roky
Octree.cpp c1ea1f9e06 Move attribute name as first parameter in ATTRIBUTE macro, same as other attribute macros. před 11 roky
Octree.h 914dc798d4 Fix missing update of octree in headless mode, so that graphics raycasts work properly and animations are updated. před 11 roky
OctreeQuery.cpp 6d5ddc23e0 Bump the copyright for 2014. před 12 roky
OctreeQuery.h 5f0ed3fcf8 Fix more header warnings that could leak to an Urho3D application using maximum MSVC warning level. před 11 roky
ParticleEffect.cpp ed78af0f1f Initial Undo/Redo support added -- redo doesn't work for the Line Edits ? před 11 roky
ParticleEffect.h 09c023e788 ParticleEffect Load & Save overloads with XMLElement do not need to be virtual. před 11 roky
ParticleEmitter.cpp c1ea1f9e06 Move attribute name as first parameter in ATTRIBUTE macro, same as other attribute macros. před 11 roky
ParticleEmitter.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. před 11 roky
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. před 11 roky
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. před 11 roky
RenderSurface.h 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
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. před 11 roky
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. před 11 roky
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. před 11 roky
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. před 11 roky
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. před 11 roky
ShaderPrecache.h 92611f1249 Avoid string based duplicate detection in ShaderPrecache when possible. před 12 roky
ShaderProgram.h 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
ShaderVariation.h 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
Skeleton.cpp e55f92d5e2 Allow to set Skeleton's root bone index programmatically. před 11 roky
Skeleton.h e55f92d5e2 Allow to set Skeleton's root bone index programmatically. před 11 roky
Skybox.cpp cb819a5a6f Remove class name and variant type from attribute macros. před 11 roky
Skybox.h 6d5ddc23e0 Bump the copyright for 2014. před 12 roky
StaticModel.cpp c1ea1f9e06 Move attribute name as first parameter in ATTRIBUTE macro, same as other attribute macros. před 11 roky
StaticModel.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. před 11 roky
StaticModelGroup.cpp 13d3f1c8ac Add attribute trait, treat ref attribute same with attribute. před 11 roky
StaticModelGroup.h 6d5ddc23e0 Bump the copyright for 2014. před 12 roky
Tangent.cpp 6d5ddc23e0 Bump the copyright for 2014. před 12 roky
Tangent.h 6d5ddc23e0 Bump the copyright for 2014. před 12 roky
Technique.cpp 943a2c348b Added mechanism to limit material techniques on desktop hardware. Closes #516. před 11 roky
Technique.h 943a2c348b Added mechanism to limit material techniques on desktop hardware. Closes #516. před 11 roky
Terrain.cpp c1ea1f9e06 Move attribute name as first parameter in ATTRIBUTE macro, same as other attribute macros. před 11 roky
Terrain.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. před 11 roky
TerrainPatch.cpp a36edf5d1e Fix TerrainPatch raycast normal to world space. před 11 roky
TerrainPatch.h 6d5ddc23e0 Bump the copyright for 2014. před 12 roky
Texture.h 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
Texture2D.h 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
Texture3D.h 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
TextureCube.h 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
VertexBuffer.h 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
VertexDeclaration.h 46285baf97 Refactor build scripts to group Urho3D specific build option. před 11 roky
View.cpp 3589fa7830 Fix alpha materials in StaticModelGroup only displaying 1 instance. Closes #544. před 11 roky
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. před 11 roky
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. před 11 roky
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. před 11 roky
Zone.cpp ae33830dd2 rename DRAWABLE_PROXYGEOMETRY DRAWABLE_RENDERER2D před 11 roky
Zone.h 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. před 11 roky