Lasse Öörni
407ffc684b
Do not close the scene hierarchy or node/component edit window with ESC.
2011-10-09 17:43:59 +00:00
Lasse Öörni
d9524b79ad
Added light & zone picking to editor.
2011-10-09 17:17:09 +00:00
Lasse Öörni
31efab5d65
Moved SetSortChildren() to UIElement public API and exposed it to script.
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Added layout skipping optimizations to UI::GetElementAt().
2011-10-09 10:30:52 +00:00
Lasse Öörni
6c5d216c27
Added local axis movement mode to the editor.
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Optimized UI child element queries and sorting.
2011-10-08 22:24:21 +00:00
Lasse Öörni
1039a2703d
Register physics joints in similar manner as rigid bodies and collision shapes. Clean up PhysicsWorld destructor.
2011-10-08 11:33:24 +00:00
Lasse Öörni
4c03639fed
Explicitly register CollisionShapes to the physics world to avoid a recursive scene query when drawing physics debug geometry.
2011-10-08 11:22:44 +00:00
Lasse Öörni
26618f0705
Further optimization of physics trimesh debug geometry drawing.
2011-10-08 08:45:54 +00:00
Lasse Öörni
ce5a45d10f
Fixed cloned geometries (for morphing) missing raw data.
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Removed unused member variables from Model.
2011-10-08 08:22:05 +00:00
Lasse Öörni
16b8bddde4
Fixed SetDataRange() in OGLVertexBuffer & OGLIndexBuffer.
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Code cleanup.
2011-10-07 22:58:30 +00:00
Lasse Öörni
90596a064a
Use a memory pool in OGLGraphics for discard lock buffers.
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Include file reordering.
2011-10-07 22:36:06 +00:00
Lasse Öörni
a9c5641371
Return to xGxR encoded normal maps and separate specular maps.
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Instead of double buffered VBOs, avoid glMapBuffer & glUnmapBuffer in "discard" mode and use a CPU-side buffer instead.
Reduce UI & DebugRenderer vertex buffer size if grossly too large.
Updated documentation. Suggest AMD's Compressonator utility for normal map processing.
2011-10-07 21:30:02 +00:00
Lasse Öörni
1ec66fff16
Fixed setting data on default pool textures.
2011-10-06 20:12:15 +00:00
Lasse Öörni
5134b9a778
Do not release shader resources from the cache when reloading them, as subsystems and material passes often hold references to shader variations instead, making the shaders appear unreferenced.
2011-10-06 16:41:23 +00:00
Lasse Öörni
8448502918
Added flushing to log output.
2011-10-05 22:29:13 +00:00
Lasse Öörni
aec8534665
Fixed resource dump display.
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Slightly more accurate memory use calculations for resources.
2011-10-05 20:33:43 +00:00
Lasse Öörni
41b001f995
Fixed Direct3D build.
2011-10-05 19:03:34 +00:00
Lasse Öörni
0bf24ed126
Fixed index double buffer resize.
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Removed unused GetHash() function from VertexBuffer.
Removed unnecessary glBindBuffer() calls.
2011-10-05 18:04:55 +00:00
Lasse Öörni
9b1efd6a8f
Use double buffering to simulate LOCK_DISCARD behavior on OpenGL to avoid GPU stall.
2011-10-05 13:51:40 +00:00
Lasse Öörni
2f74622427
Converted DebugGeometry to use a vertex buffer instead of using immediate rendering.
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Removed immediate rendering.
2011-10-05 07:05:33 +00:00
Lasse Öörni
3536cbc977
Fixed setting the UI vertex buffer on OpenGL.
2011-10-05 06:33:08 +00:00
Lasse Öörni
71d2e019e6
Use a vertex buffer for UI rendering instead of several immediate mode draw operations. The vertex buffer is locked and updated once per frame, instead of several smaller locks.
2011-10-04 21:49:22 +00:00
Lasse Öörni
9add70d3be
Added guard against duplicate component creation in NinjaSnowWar game objects, for possible future load/save feature.
2011-10-04 19:49:14 +00:00
Lasse Öörni
593ce78eaf
Refactored temporary shadow camera creation.
2011-10-04 19:41:46 +00:00
Lasse Öörni
37621a0c4b
Removed View friend class from Renderer. Made more Renderer functions public, as they can be usable also outside of View.
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As they are potentially dangerous, made the execution nesting level related functions private in Script, and added ScriptFile as a friend class.
2011-10-04 19:24:07 +00:00
Lasse Öörni
7a45a5b33a
Made internal event handling functions private in Object & Context.
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Refactored NinjaSnowWar game object classes to use Start() function for initialization.
2011-10-04 18:48:42 +00:00
Lasse Öörni
653327dd15
Added E_NETWORKUPDATESENT event.
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Added direct script access to the Controls object of Connection, instead of going through setter & getter.
Improved NinjaSnowWar controls responsiveness during low FPS, by checking for action button presses separately, and accumulating button presses for networking.
2011-10-04 16:26:19 +00:00
Lasse Öörni
4e18121be0
Updated documentation.
2011-10-04 06:50:01 +00:00
Lasse Öörni
74b995c29a
Use 2 shadow map samples in fallback mode.
2011-10-04 06:48:13 +00:00
Lasse Öörni
534546f78e
Fixed node ID reassigning logic.
2011-10-03 17:27:14 +00:00
Lasse Öörni
00a86d3a3f
Fixed 4-sample shadow map offset on OpenGL.
2011-10-03 16:13:45 +00:00
Lasse Öörni
0c22a1076b
Disallow 1-sample shadow mode when hardware PCF not supported.
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Fixed OBB debug drawing.
2011-10-03 15:16:58 +00:00
Lasse Öörni
1421058c9f
Even more optimization of the shadow mapping shader. In 4 sample mode, pre-adjust the shadow map coordinates on the CPU.
2011-10-03 08:21:26 +00:00
Lasse Öörni
d51452b6bd
Further optimization of the shadow mapping shader.
2011-10-03 06:50:36 +00:00
Lasse Öörni
2ae6aa0b2b
Restored missing comment.
2011-10-02 23:11:19 +00:00
Lasse Öörni
c880535788
Optimized shadow mapping instruction count & performance on non-NVIDIA GPUs.
2011-10-02 21:51:20 +00:00
Lasse Öörni
41b67a245a
Use more aggressive LOD on Jack.mesh.
2011-10-02 14:58:03 +00:00
Lasse Öörni
7f09ddcb14
Simplified shader register mapping code.
2011-10-02 14:12:30 +00:00
Lasse Öörni
7d96303e39
Finalized support for overlapping Direct3D9 shader parameters, or the same shader parameters using different registers in different shaders.
2011-10-02 11:17:45 +00:00
Lasse Öörni
0e84c54306
Added shader parameter register count information in the D3D shader file format.
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Added tracking of last assigned shader parameter per hardware register to D3D9Graphics. This allows reusing shader registers for different parameters in different shaders.
Removed the ElapsedTime shader parameter, as wrapping it is problematic depending on the calculations it would be used for.
Removed support for bool & int shader parameters from Graphics, as bool constants are not supported in OpenGL 2.0, and int parameters are not (at least currently) needed, and can lead to worse performance.
2011-10-01 09:28:27 +00:00
Lasse Öörni
af890623a8
Fixed batch state sorting.
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Tidied up lighting shader #ifdefs.
2011-09-30 11:01:41 +00:00
Lasse Öörni
2f28445d94
Removed the "directional light occluded shadowcaster" -optimization, as it may produce missing light at the far distance when shadow starts to fade.
2011-09-30 07:13:20 +00:00
Lasse Öörni
589c0ee141
Expanded the lit base pass optimization to cover also the first spot or point light affecting a drawable.
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Do not render light to stencil if camera is inside the light volume.
Added optimization for directional light shadow casters that are fully occluded by another shadow caster: do not render the lit pass for them.
Removed the alpha masking hint. Alpha test no longer gives the batch a lower priority.
2011-09-29 22:53:16 +00:00
Lasse Öörni
399137b540
Force occlusion buffer to an even pixel height to prevent slightly different aspect ratio from generating worse occlusion results.
2011-09-29 19:05:25 +00:00
Lasse Öörni
a827f8c1fb
Fixed potential bug in handling the first light affecting a drawable.
2011-09-29 06:54:03 +00:00
Lasse Öörni
b9dd734539
Visualize also the node of the currently hovered drawable or collision shape.
2011-09-28 22:33:06 +00:00
Lasse Öörni
f26ff1c2f6
Sort batch groups front to back according to the distance of the first batch to reduce overdraw.
2011-09-28 22:08:18 +00:00
Lasse Öörni
457aa72c37
When adding or removing ListView items, update the selection only if something was selected in the first place.
2011-09-28 20:26:50 +00:00
Lasse Öörni
baa3efacc3
Fixed the Data directory getting removed in the editor, if a scene was first loaded from there, and then from elsewhere.
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Added scene node visualization to DebugRenderer.
2011-09-28 20:14:48 +00:00
Lasse Öörni
fd06d3cf4a
Fixed component ID overwrite when copy-pasting scene nodes in the editor.
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Fixed light's bounding box not updating on light type, range, fov or aspect ratio change.
Fixed possible light stencil volume clipping bug when approaching a point light.
Fall back to non-specular or non-shadowed shaders if the desired light shader variation does not exist.
Unified order of light vertex & pixel shader variations.
Added support for enum accessor attributes.
Added light stencil mask toggle in the editor.
2011-09-28 19:19:28 +00:00
Lasse Öörni
cd2de4b25b
Shadow map UV offsets optimization.
2011-09-28 06:49:33 +00:00