Lasse Öörni
9c9643508c
Use GL_DEPTH_COMPONENT24 instead of the packed depth stencil for OpenGL deferred rendering depth buffer, because the packed format seems to be slower.
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Removed light prepass rendering support, as it has implementation difficulties under OpenGL and is often unsatisfactory in performance and specular lighting quality.
Removed the shader subdirectories.
Added option to specify whether single-channel images are to be interpreted as luminance or alpha, when loading into a texture.
2011-06-12 23:38:54 +00:00
Lasse Öörni
9335edc5ed
Removed the need to lock vertex data in read-only mode for CPU-side processing.
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Changed OpenGL immediate mode rendering to use CPU memory vertex arrays.
Fixed GLSL errors.
2011-06-12 14:57:42 +00:00
Lasse Öörni
2290441ea2
Fixed missing depth reconstruction in deferred rendering ambient quad on OpenGL.
2011-06-11 08:38:00 +00:00
Lasse Öörni
5db24c8d02
Renamed OpenGL/Direct3D9 implemntation and shader directories.
2011-06-11 07:39:58 +00:00
Lasse Öörni
c9c0610709
Added alternative OpenGL rendering path, not fully complete yet.
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Fixed bugs in HashMap / HashSet.
2011-06-10 22:35:43 +00:00
Lasse Öörni
25bd3a257c
Do not use equal depth test.
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Fixed GetParentPath().
Removed unused vertex color shader code from deferred shaders.
2011-06-10 10:17:35 +00:00
Lasse Öörni
b7f1eecfd0
Restructured #ifdefs in shaders.
2011-06-05 16:07:50 +00:00
Lasse Öörni
1d036b34ac
Fixed crash in ShaderCompiler.
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Split Common.hlsl into smaller hlsl include files.
2011-06-05 11:53:39 +00:00
Lasse Öörni
118ed95315
Multithreaded the shader compilation using all available CPU cores.
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Removed the const Replace() methods from String.
2011-05-22 13:47:50 +00:00
Lasse Öörni
20cfc26070
Added vertex color techniques for deferred & light prepass rendering.
2011-05-02 19:38:09 +00:00
Lasse Öörni
7c45da5588
Import new code.
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Coding convention changed.
Large refactoring of the object model, scene model and script API.
Rendering improvements, including automatic instancing.
High-level network protocol and scene editor need reimplementation.
2011-05-02 06:21:40 +00:00
Lasse Öörni
a48885a729
Make way for import of new code.
2011-05-02 06:11:00 +00:00
Lasse Öörni
1009db5487
Optimized light prepass to use only the g component of light shape texture for specular strength.
2011-03-15 07:54:43 +00:00
Lasse Öörni
7b5c761d20
Fixed erroneous specular lighting outside the light cone in prepass rendering.
2011-03-15 00:02:20 +00:00
Lasse Öörni
609422cc81
Initial masked pointlight support.
2011-03-04 16:38:01 +00:00
Lasse Öörni
3ca81fd464
Added support for colored spotlight texture.
2011-03-03 22:01:40 +00:00
Lasse Öörni
ea9cc96e52
Added shadow intensity and shadow fade distance parameters for Light.
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Fixed light XML load not loading all shadow parameters.
2011-02-04 13:51:46 +00:00
Lasse Öörni
347fe0815d
Added more default materials.
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Re-added fast square root & fast inverse square root, and fast variations of normalizing vectors & quaternions.
Skinning & instancing vertex shaders are now chosen automatically without the material having to specify them.
Refactored Button logic.
2011-01-15 20:35:13 +00:00
Lasse Öörni
e14db52ca0
More AssetImporter functionality.
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Moved getD3DColor() as an inline function outside Renderer.
Fixed terminology in shaders: bitangent instead of binormal.
2011-01-10 21:23:24 +00:00
Lasse Öörni
852cdeef0e
Added Signal & Thread classes. Audio is now a Thread subclass.
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Removed MutexImpl class. Now the critical section is dynamically allocated instead.
Re-added LOD levels to the Jack model.
2011-01-08 14:58:30 +00:00
Lasse Öörni
902dfd4a13
Re-commit for the new year. Let's aim for less wiki update spam this time!
2011-01-02 23:33:36 +00:00