Lasse Öörni
c1a1740798
Added attributes to DecalSet for scene serialization.
2012-07-08 22:13:15 +00:00
Lasse Öörni
4ea24a7a03
Fixed example scripts.
2012-07-08 21:27:32 +00:00
Lasse Öörni
296e36a75b
Calculate tangents for decals.
2012-07-08 21:17:45 +00:00
Lasse Öörni
97828ae8ce
Removed unnecessary functions.
2012-07-08 19:19:17 +00:00
Lasse Öörni
55e90c3ee3
Clip decals as polygons and retriangulate after clipping for less vertices.
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Refactored polygon clipping into an utility function.
2012-07-08 19:15:43 +00:00
Lasse Öörni
06371a62ed
Wrap decal around static geometry.
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Changed OcclusionBuffer clipping to produce less degenerate triangles.
Exposed more Frustum functions to script.
Moved StaticModel software LOD (raycast / occlusion) determination into a function.
2012-07-08 15:49:48 +00:00
Lasse Öörni
91c7374e28
Started work on decals.
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Geometry can now define a non-indexed draw range.
Do not queue empty batches (with empty draw range) for rendering.
2012-07-07 23:54:29 +00:00
Lasse Öörni
d18baaff87
Reverted back to 4 sample shadow mapping on OpenGL ES, but limited directional light cascades to 2.
2012-07-07 13:43:40 +00:00
Lasse Öörni
682714f400
Cleanup of GLSL shadow code, try using texture2D instead of texture2DProj on OpenGL ES.
2012-07-07 11:22:37 +00:00
Lasse Öörni
d101841daa
Fixed shadow fade parameter.
2012-07-07 10:58:53 +00:00
Lasse Öörni
bb821f2a3c
Reverted the split fade optimization.
2012-07-07 10:58:13 +00:00
Lasse Öörni
d4b0f662e2
Further OpenGL ES shadow optimization.
2012-07-07 10:36:33 +00:00
Lasse Öörni
89bc2e3a39
Moved GetShadowFade() into GetDirShadow() in the HLSL shaders.
2012-07-07 10:14:08 +00:00
Lasse Öörni
1410d331a1
Use 2 shadow samples maximum on Android & iOS.
2012-07-06 21:55:25 +00:00
Lasse Öörni
f61e8d7428
Do not attempt to use a buttonless joystick (Android / iOS accelerometer) for control in NinjaSnowWar.
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Fixed crash in JoystickState when querying nonexistent buttons.
2012-07-06 20:39:04 +00:00
Lasse Öörni
d99f3773f8
Fixed GLSL preprocessor directive.
2012-07-06 20:02:03 +00:00
Lasse Öörni
ae9309087c
Delete HLSL directory when copying Android assets.
2012-07-06 19:45:57 +00:00
Lasse Öörni
e8d549ef7e
Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering.
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Reduced max. vertex light count to 4 to prevent excessive shader permutations.
2012-07-06 18:35:13 +00:00
Lasse Öörni
320826998d
Removed unused variable.
2012-07-05 18:31:55 +00:00
Lasse Öörni
3483a3bc8a
Removed ineffective scissor test setting.
2012-07-05 18:29:42 +00:00
Lasse Öörni
e2790f81b0
To save GPU memory with many morphed instances of an AnimatedModel, copy only the morphable attributes into the morph vertex buffer, and read other (static) attributes from the original vertex buffer.
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Fixed OpenGL vertex attributes getting erroneously disabled when one vertex buffer assignment changes and another remains.
2012-07-05 14:34:51 +00:00
Lasse Öörni
38fd976aa9
Fixed potential infinite loop when setting morphs.
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Added script API function to query morph names.
Unified AssetImporter & OgreImporter command line options regarding animations.
2012-07-05 10:57:51 +00:00
Lasse Öörni
ec08de81ad
Added material diffuse color & UV tiling to Tundra importer.
2012-07-04 22:41:04 +00:00
Lasse Öörni
5ede251b62
Use full asset paths (with / sanitated to _) in Tundra scene import, as there may be assets with same name but with different content in different subdirectories.
2012-07-04 20:59:45 +00:00
Lasse Öörni
3833c24ab3
Fixed smoothing of the cone model.
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Added menu in the editor for instantiating the primitive shapes.
2012-07-04 17:03:27 +00:00
Lasse Öörni
7763e76516
Scaled the cube model to 1x1x1 size.
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Added more primitive shape models.
2012-07-04 14:00:45 +00:00
Lasse Öörni
85e2ab1589
Added joystick control to NinjaSnowWar.
2012-07-04 08:05:35 +00:00
Lasse Öörni
3f2e63b952
Removed the model build step from CMakeLists.txt. Instead added binary models directly to the repository.
2012-07-03 16:22:36 +00:00
Lasse Öörni
109f76600a
Cleaned up image decompression code.
2012-07-03 11:48:28 +00:00
Lasse Öörni
dee2e099de
Added ETC1 & PVRTC decompression from the Oolong Engine. Used when not supported in hardware.
2012-07-03 11:34:07 +00:00
Lasse Öörni
c9bdf9eb35
Added function to redetect joysticks.
2012-07-02 10:26:01 +00:00
Lasse Öörni
e645875fd6
Moved maximum cascade check to Renderer.
2012-07-01 19:20:47 +00:00
Lasse Öörni
a77a685f4c
Fixed warnings reported by Xcode.
2012-07-01 18:25:30 +00:00
Lasse Öörni
f232abde54
Register userdata cleanup callback.
2012-07-01 17:43:15 +00:00
Lasse Öörni
65010d3169
Compile AngelScript without thread support on iOS, as there will be only one Urho3D context running simultaneously.
2012-07-01 17:05:30 +00:00
Lasse Öörni
96bdad35a0
Updated to AngelScript 2.24.0a.
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Do not sort batches front-to-back on mobile devices.
Disable shadow map reuse in NinjaSnowWar on mobile devices.
2012-07-01 15:35:06 +00:00
Lasse Öörni
06505eac99
Fixed documentation.
2012-06-29 07:12:37 +00:00
Lasse Öörni
d4e5789168
Added missing #pragma once.
2012-06-28 21:12:01 +00:00
Lasse Öörni
6eb2985ed8
Added comment.
2012-06-28 20:42:52 +00:00
Lasse Öörni
e994485472
Added a macro for the different main() implementations.
2012-06-28 20:31:25 +00:00
Lasse Öörni
762da4aec0
Updated the quickstart documentation.
2012-06-28 19:44:16 +00:00
Lasse Öörni
56fb35f059
More Doxygen comment fixes.
2012-06-28 19:27:25 +00:00
Lasse Öörni
9b21488f02
Fixed Doxygen comments.
2012-06-28 19:26:26 +00:00
Lasse Öörni
18e8cb6334
Removed need for anisotropic filter OpenGL extension.
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Removed redundant hires shadow map support flag.
2012-06-28 19:17:59 +00:00
Lasse Öörni
c96f9e72dc
Cleaned up joystick code. Automatically open the joystick when accessed.
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Added String::EMPTY. Removed duplicate empty strings from different libraries.
2012-06-28 17:52:27 +00:00
Lasse Öörni
7d39dd0c58
Joystick events and joystick button pressed state.
2012-06-28 07:49:23 +00:00
Lasse Öörni
4a463176ab
Added joystick support.
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Cleaned up reading touch input.
2012-06-27 23:03:25 +00:00
Lasse Öörni
088b451238
Reduce size of too large unused scratch buffers.
2012-06-27 18:55:34 +00:00
Lasse Öörni
69e14c4fe2
Re-reserve the DebugRenderer vectors while they are empty to avoid unnecessary copying.
2012-06-27 07:28:34 +00:00
Lasse Öörni
51c4336f2f
Moved HashMap & Vector allocations to .cpp files so that they can be more easily tracked.
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Use C strings for attribute names, as they are const.
Allocate Direct3D9 ShaderVariation's only when actually needed.
Compact DebugRenderer buffers when amount of debug geometry is reduced.
Added debug prints to scratch buffer reserving.
2012-06-26 19:50:16 +00:00