Lasse Öörni
170ee77019
To avoid confusion when to use what, and as the performance is usually better, use only HashMap & HashSet instead of Map & Set.
...
Optimized memory use of HashMap/Set to 16 bytes so that it can be stored inside Variant.
2012-07-26 22:22:59 +00:00
Lasse Öörni
ef12e4a769
Added contributions/bugfixes category to the credits.
2012-07-25 07:21:08 +00:00
Lasse Öörni
17734e2fbb
Applied OgreImporter patch (not able to find parent for first bone) from Magic.Lixin.
2012-07-25 06:43:07 +00:00
Lasse Öörni
9907e7c997
Changed RandomInt(n) to exclusive for more intuitive use with for example choosing a random index from an array.
2012-07-24 11:33:28 +00:00
Lasse Öörni
978d0d9970
Renamed batch sorting functions for clarity.
2012-07-24 06:30:54 +00:00
Lasse Öörni
41c4eb319f
Use more complex but accurate batch sorting, which considers both state and distance, and tries to minimize shader changes.
2012-07-23 22:22:39 +00:00
Lasse Öörni
54dab6404f
Fixed setting camera shader parameters redundantly in light prepass material pass.
...
Calculate number of instances more reliably from the batchgroup geometry type.
2012-07-23 18:45:58 +00:00
Lasse Öörni
088561af13
Compile shader bytecode into separate directories to keep the HLSL source directory clean.
2012-07-23 16:36:38 +00:00
Lasse Öörni
2abfa14236
Removed unnecessary command line argument.
2012-07-23 13:47:27 +00:00
Lasse Öörni
d90dbc0b3f
Use a loop to set material textures.
2012-07-23 13:40:16 +00:00
Lasse Öörni
ad2e0154c9
Further tweaks of TestScene lighting.
2012-07-22 20:38:26 +00:00
Lasse Öörni
8fe755e7e6
Do not release resource if it has weak refs.
...
Exposed function to explicitly reload shaders.
Set a default resource path in the editor (Bin/Data/) so that scene/model import works even without setting a resource path.
2012-07-22 16:46:32 +00:00
Lasse Öörni
a9e9c7c5c5
Readme formatting.
2012-07-22 15:52:13 +00:00
Lasse Öörni
d651239e31
Doxygen formatting.
2012-07-22 15:49:18 +00:00
Lasse Öörni
be28ed3469
Fixed terrain LOD error calculation.
2012-07-22 15:19:52 +00:00
Lasse Öörni
272ba97189
Docs formatting.
2012-07-22 14:28:41 +00:00
Lasse Öörni
c9ea9cb384
Changelog for next release.
...
In the demo scripts, only increase decal max. vertex/index count when targeting skinned geometry.
Do not try to add decals in headless mode.
2012-07-22 13:56:59 +00:00
Lasse Öörni
073347c950
AABB-test physics geometry before adding it to the debug renderer.
...
Never debug draw heightfields, as it hugely slows down execution.
2012-07-22 11:23:00 +00:00
Lasse Öörni
abafe9b9f3
Fixed DecalSet functions being private.
...
Added comments to describe use of DecalSet and Terrain.
Increased terrain occlusion negative offset to further reduce false positives.
2012-07-22 10:50:05 +00:00
Lasse Öörni
7facee936f
Tweaked TestScene lighting.
2012-07-21 23:52:04 +00:00
Lasse Öörni
12e8c0a2cc
Fixed GCC build and material reference in LightTest.
2012-07-21 23:30:25 +00:00
Lasse Öörni
96143733e4
Offset occlusion geometry downward to reduce possibility of erroneous occlusion.
2012-07-21 21:31:00 +00:00
Lasse Öörni
1c95a5b007
Use lowest terrain LOD for occlusion. This can possibly result in over-aggressive occlusion, so needs to be used with care.
2012-07-21 20:12:09 +00:00
Lasse Öörni
4e075d0510
Adjusted lighting and the stone diffuse texture.
2012-07-21 16:49:07 +00:00
Lasse Öörni
603ce4c96e
Set smaller collision margin on the heightfield.
2012-07-21 16:39:10 +00:00
Lasse Öörni
21c6bfd098
New stone texture.
...
Save each example scene with an unique name.
Update terrain batch LOD always in the main thread to avoid overhead of firing threaded work items, if there is no more CPU-consuming geometry updates (such as skinning) to be done.
2012-07-21 14:44:53 +00:00
Lasse Öörni
5590c427b6
Fixed Terrain::UpdatePatchLod() being slow because of always determining used vertex range.
2012-07-20 22:01:16 +00:00
Lasse Öörni
30c21a3789
Added terrain blend shader and terrain example.
...
Added function to get terrain normal at point.
Always update terrain patch stitching.
Fixed material texture indexing & setting.
2012-07-20 21:49:24 +00:00
Lasse Öörni
2945e5d83f
Recurse for LOD correction in terrain patches.
...
Use the green channel for added heightmap accuracy, if available.
2012-07-20 17:18:38 +00:00
Lasse Öörni
5df4edfe03
Terrain patch stitching.
...
Limited terrain LOD levels to 4.
Do not count clipped sub-triangles toward the triangle limit in OcclusionBuffer.cpp.
2012-07-19 23:21:47 +00:00
Lasse Öörni
9c1ffb8960
Tweaked terrain patch LOD error minimum value.
2012-07-19 15:02:03 +00:00
Lasse Öörni
5bff6f8d94
Slight optimization of terrain error metric calculation.
2012-07-19 13:37:30 +00:00
Lasse Öörni
ec8394b3de
Initial terrain LOD. No stitching yet.
...
Limit DebugRenderer total vertices to prevent possible crash.
Perform coarse culling in DebugRenderer to avoid rendering lines outside the view.
2012-07-19 13:28:05 +00:00
Lasse Öörni
478a5af9d1
Allow defining depth bias for materials.
...
Center decal frustum on the decal world position.
Use material depth bias for decals instead of applying the bias to decal geometry.
2012-07-19 09:34:11 +00:00
Lasse Öörni
3982058551
Edited comments.
2012-07-18 23:26:40 +00:00
Lasse Öörni
42b9cbc158
Cleaned up terrain code.
...
Updated script API documentation.
2012-07-18 23:19:52 +00:00
Lasse Öörni
40f91c7399
Fixed terrain live reload in the editor.
2012-07-18 14:25:33 +00:00
Lasse Öörni
248fc3c1b6
Terrain attributes.
...
Refactoring of occlusion, raycast and raw geometry data.
2012-07-18 13:53:55 +00:00
Lasse Öörni
69d7e27179
Added terrain raycast & occlusion.
2012-07-18 00:05:23 +00:00
Lasse Öörni
c846879028
Added terrain collision.
...
Added terrain reload when heightmap image changes.
Reversed terrain geometry Z-direction for compatibility with Bullet, and more consistent calculations.
2012-07-17 23:39:55 +00:00
Lasse Öörni
c18efb013f
Added terrain tangent generation.
2012-07-17 21:30:58 +00:00
Lasse Öörni
a692f829ce
Fixed terrain height interpolation.
2012-07-17 20:57:39 +00:00
Lasse Öörni
64e7b12bd8
Added possibility to add components without going through an object factory.
...
Smoother normal calculation for terrain.
Added Terrain GetHeight() implementation.
2012-07-17 19:04:53 +00:00
Lasse Öörni
2a0aae070a
Started work on terrain.
2012-07-17 13:19:32 +00:00
Lasse Öörni
f8d1243ed1
Use the biggest colliding bone as a base for the decal, to avoid eg. using a finger bone and messing up the decal transform.
2012-07-14 20:45:02 +00:00
Lasse Öörni
29ce81ae7b
Increased depth of the example decals, and default decal depth bias.
2012-07-14 20:13:31 +00:00
Lasse Öörni
1edda97bba
Tweaked example materials.
2012-07-14 20:00:42 +00:00
Lasse Öörni
37f6ea0903
Interpolate blend weights if possible (same indices.)
2012-07-14 15:41:01 +00:00
Lasse Öörni
a989bb4879
Fixed drawing erroneous non-indexed geometry for BillboardSet after all billboards had expired.
2012-07-14 14:51:40 +00:00
Lasse Öörni
6b14fcbf86
Fixed shader memory use calculation.
2012-07-14 12:44:22 +00:00