Commit History

作者 SHA1 備註 提交日期
  shadowislord a9d8faf39e Modify TestDepthStencil to be simpler (based on TestFBOPassthrough) 11 年之前
  shadowislord aa03d73595 Merge pull request #184 from davidB/fix_fb_depth24stencil8 11 年之前
  David Bernard 4fdde38bc2 Merge remote-tracking branch 'upstream/master' into fix_fb_depth24stencil8 11 年之前
  David Bernard 37da17e3eb add support of DepthStencil into *Renderer 11 年之前
  shadowislord 84046018ba Avoid use of LWJGL specific ContextCapabilities class. 11 年之前
  shadowislord 18b9ef5540 Refactor Android system 11 年之前
  shadowislord 26d8ae8942 android natives: add updated builds 11 年之前
  shadowislord e1a3d2e79f Updated STB image build script 11 年之前
  shadowislord 883ff7da71 Apply same fixes from OpenAL Soft to STB image loader. 11 年之前
  shadowislord 756497fb92 Specify TARGET_PLATFORM properly (:= instead of =) 11 年之前
  shadowislord 393009ec2d Fix OpenAL Soft for Android 11 年之前
  shadowislord 4050b7cbbf * Require alpha discard define to be set in order to enable the alpha discard feature (for multi pass lighting shader) 11 年之前
  shadowislord 22ab7c11c7 * Ensure cubemaps have square dimensions before uploading 11 年之前
  shadowislord 7860ccca52 * Use mipmap minification modes only if mipmaps are actually available 11 年之前
  shadowislord 4d7dcc17bb * Don't depend on ContextCapabilities for determining OGL / GLSL versions 11 年之前
  shadowislord e225e6ff89 * Move certain render context specific fields from Renderer into RenderContext 11 年之前
  Nehon c55717141e Single pass lighting implementation. 11 年之前
  shadowislord 3ef5505faa Allow render buffers to use 'Depth' format even if depth textures are not supported. 11 年之前
  shadowislord c274675660 FilterPostProcessor: Add fallback to RGB8 in case RGB111110F is not supported (OGL2 / ES2 GPUs) 11 年之前
  jmekaelthas 592d0a0793 Feature: added support for creased edges in subdivision surface 11 年之前
  shadowislord 3fa56c9467 Fix texture alpha channel not working on Android due to it premultiplying it by default. Fixes terrain shader. 11 年之前
  neph1 2c38efe051 A bunch of basic ShaderNodes 11 年之前
  jmekaelthas 0c27026978 Bugfix: fixed a bug that caused NPE to be raised when Subsurface 11 年之前
  jmekaelthas f364d66640 Feature: added support for subdivision surface modifier. 11 年之前
  Nehon 73b7061b0b Fixed a typo in the setSubPixelShift in the FXAA filter that was causing a crash 11 年之前
  Nehon 6e287d0ef2 Introduced light culling when rendering shadow maps for all light types. When a light is out of the frustum, the shadow maps are not rendered anymore. 11 年之前
  Nehon 260eb128f6 fixed typo in MAterialDebugAppState 11 年之前
  Nehon 8f43da58ae Better spotlight vs frustum intersection check and with a testcase 11 年之前
  Nehon d5c96d84ee Fixed initialization issues in ChaseCameraAppState 11 年之前
  Nehon 24a971a186 Fixed an issue where shadowZFadeLenght was not working with the DirectionalLightShadowRenderer 11 年之前