Lasse Öörni
5139e5322e
Use alpha test instead of discard in shadow shaders for very slight speed gain.
2011-09-27 21:21:27 +00:00
Lasse Öörni
9ba1e748a5
Fixed unclamped specular calculations.
2011-09-27 19:31:18 +00:00
Lasse Öörni
f456812466
Fixed Light attribute names.
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Fixed GLFW mouse wheel input.
2011-09-27 19:18:36 +00:00
Lasse Öörni
b7c32f5887
Fixed unlit shaders possibly referring to nonexistent vertex normal, causing the D3D debug runtime to complain.
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Set z = w in skybox vertex shader, instead of rewriting depth in the pixel shader.
Fixed GLSL shaders.
2011-09-27 18:29:06 +00:00
Lasse Öörni
8f921642cd
Returned to Blinn-Phong equation for more pleasing specular highlights.
2011-09-27 06:59:55 +00:00
Lasse Öörni
80a6948b22
Large rendering architecture refactoring.
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Optimized shaders to do more work in the vertex shader.
Deferred rendering removed, at least for now.
Switched to RGB normal maps, with specular intensity in the alpha channel. Removed NormalMapTool.
Optimization of light influence on objects by stencil masking.
Split shadowed lights are now rendered in one pass. A virtual shadow depth cube texture is used for point lights.
Refactored shadow map allocation. Allow to use lower resolution shadow maps than quarter size.
Added the Polyhedron math object, used for improved shadow map focusing.
Reversed the convention for the plane intercept parameter.
Math-related code cleanup.
2011-09-26 21:56:31 +00:00
Lasse Öörni
7e00d6aa1d
Removed PortAudio from Direct3D9 build, as it is not used.
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Fixed check in setting the scissor rectangle.
2011-09-22 17:02:25 +00:00
Lasse Öörni
babd8050a1
Eliminated temporary vector allocation during instanced rendering.
2011-09-16 20:27:06 +00:00
Lasse Öörni
18edecbb70
Added release history.
2011-09-11 08:02:10 +00:00
Lasse Öörni
9160dbb0c9
Fixed shadow quality settings in the editor.
2011-09-11 07:30:08 +00:00
Lasse Öörni
f67165bcf3
Documentation fixes.
2011-09-10 20:06:37 +00:00
Lasse Öörni
fe495f6bcc
Added deferred fallback mode, which renders the G-buffer in 2 passes.
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Made the OpenGL extensions mandatory to unify expected functionality with Direct3D9 mode.
2011-09-10 19:28:59 +00:00
Lasse Öörni
1e086c84f6
For less confusing code, do not allocate a depth stencil into colorShadowMaps_ in fallback mode. Instead define a separate variable shadowDepthStencil_.
2011-09-09 21:10:39 +00:00
Lasse Öörni
cbad673d09
Show profiler by default in TestSceneOld.
2011-09-09 20:49:21 +00:00
Lasse Öörni
d6a3f89393
Added low-quality (1-sample) shadow filtering option.
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Refactored fallback shaders so that they are compiled as variations into the SM2 directory.
2011-09-09 20:41:56 +00:00
Lasse Öörni
514ef8966d
Fixed OpenGL path.
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Documentation update.
2011-09-09 07:51:13 +00:00
Lasse Öörni
a25592dfe9
Fixed uninitialized variable.
2011-09-08 23:24:13 +00:00
Lasse Öörni
292ebed51f
Added initial fallback mode (no MRT, no hardware shadows.)
2011-09-08 23:12:48 +00:00
Lasse Öörni
c65998f0e3
For a slight speed gain, do not draw a GBufferFill fullscreen quad when hardware depth is available, instead just clear the diffuse buffer.
2011-09-08 07:03:47 +00:00
Lasse Öörni
1fd39c6922
Fixed TestSceneOld to randomize the scene similarly as in Urho3D 1.0.
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Comments cleanup.
2011-09-08 06:40:58 +00:00
Lasse Öörni
91500591c3
Reverted the previous shader parameter query optimization. Instead, added possibility to rehash a hashmap/hashset manually to a specified bucket count.
2011-09-07 06:48:03 +00:00
Lasse Öörni
1c06a3b463
Use HashMap instead of Map for the shader variations.
2011-09-06 21:28:32 +00:00
Lasse Öörni
0e337f493d
Optimized checking whether shader parameters need updating.
2011-09-06 20:44:06 +00:00
Lasse Öörni
e2e29ff790
Re-enabled AngelScript type caching.
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Eliminated constant reallocation of lighting related helper hashsets/hashmaps in View.
2011-09-06 19:11:29 +00:00
Lasse Öörni
b9d7839d94
OctreeQuery micro-optimizations.
2011-09-06 06:50:42 +00:00
Lasse Öörni
ad6243870b
Updated to newest kNet & AngelScript.
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Fixed spot light shadow map focusing.
Code cleanup.
2011-09-05 19:17:44 +00:00
Lasse Öörni
a5089929b6
Documentation update.
2011-09-05 07:02:03 +00:00
Lasse Öörni
fc3896fe02
Added configurable instancing group minimum size and maximum triangles per instanced object.
2011-09-05 06:39:28 +00:00
Lasse Öörni
80aee649df
Re-enabled lit base pass optimization, with more careful checks to ensure proper rendering order.
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Fixed temporal AA shader GLSL syntax for ATI GPUs.
Code cleanup.
2011-09-04 14:30:42 +00:00
Lasse Öörni
8f2005f7b8
Fixed temporal antialiasing shader when INTZ depth is not used.
2011-09-02 18:44:31 +00:00
Lasse Öörni
a4508509ee
Documentation edits.
2011-09-01 10:42:31 +00:00
Lasse Öörni
56be63eca6
Fixed shader code.
2011-09-01 07:21:40 +00:00
Lasse Öörni
a89cb22161
Replaced edge filtering with temporal antialiasing with ghosting prevention.
2011-09-01 07:19:32 +00:00
Lasse Öörni
6b86e66f93
More pleasant formatting of shader variation not found -error.
2011-08-30 11:52:51 +00:00
Lasse Öörni
c590973745
Print one-time error if shader variation is not found.
2011-08-30 06:55:24 +00:00
Lasse Öörni
275391a561
Fixed SplitPath() getting confused by ./ character sequence.
2011-08-29 22:20:56 +00:00
Lasse Öörni
fc3651ab51
Fixed CMakeLists.txt
2011-08-29 20:16:54 +00:00
Lasse Öörni
3c0298dcf8
Updated documentation on G-buffer setup.
2011-08-29 20:00:26 +00:00
Lasse Öörni
630edabb4b
Fixed directional lights and fog in OpenGL orthographic mode.
2011-08-29 18:22:11 +00:00
Lasse Öörni
40c8306691
Added triple buffering option. On OpenGL it is a no-op.
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Removed the pass HashMap from Technique. Now it is just a static array.
2011-08-29 17:45:48 +00:00
Lasse Öörni
e5ad79494b
Re-enabled INTZ depth support in deferred mode.
2011-08-29 07:06:41 +00:00
Lasse Öörni
5a64681f0b
Optimize forward lighting when material has zero specular strength.
2011-08-29 01:17:14 +00:00
Lasse Öörni
da685e99de
Ported optimizations and code cleanup from the prepass-branch.
2011-08-29 00:53:05 +00:00
Lasse Öörni
9859b10b35
Fixed deferred orthographic mode OpenGL shaders.
2011-08-28 14:40:16 +00:00
Lasse Öörni
7fe5961cde
Fixed occlusion buffer precision issues close to the near clip plane.
2011-08-27 12:17:14 +00:00
Lasse Öörni
bd75b09b65
Optimized depth tests used in light volume rendering and stencil masking.
2011-08-26 06:25:55 +00:00
Lasse Öörni
836ff51412
Fixed physics and script errors in TestSceneOld.
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Enabled maximum shader optimization.
2011-08-25 21:04:40 +00:00
Lasse Öörni
f0ecda9785
Fixed numerical stability in Quaternion matrix constructor.
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Fixed spotlight wrong size in deferred rendering.
Removed "first light" optimization pass due to buggy interactions with alpha blending.
Fixed morphWeights property naming on AnimatedModel.
Fixed missing shader combinations.
Ported the GraphicsTest example from Urho3D 1.0.
2011-08-24 03:52:41 +00:00
Lasse Öörni
b6e09d2655
Renamed FinishUpdate() to ApplyAttributes() to be more descriptive, and to not confuse with frame updates.
2011-08-23 06:43:18 +00:00
Lasse Öörni
47eae408b5
Updated script API reference.
2011-08-22 22:25:32 +00:00