Lasse Öörni
e4ab3b3b1f
Fixed UI not being rendered correctly if multiple 3D viewports active.
2011-12-06 22:24:38 +00:00
Lasse Öörni
b9ffb1fc2d
Documentation tweaks.
2011-12-06 22:07:32 +00:00
Lasse Öörni
c4e569879d
Restored the optional lit base pass optimization, but with the limitation of no ambient gradient.
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Removed unneeded GLSL shader permutations.
2011-12-06 21:36:03 +00:00
Lasse Öörni
31b2a692d5
Fixed multithreading documentation.
2011-12-06 14:57:07 +00:00
Lasse Öörni
8f882f8225
Rewrote the zone ambient color gradient system. Now zones only define one ambient color, but look for neighbor zones' ambient colors when gradient mode is enabled.
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Fixed missing script bindings to the zone ambient gradient & camera override flags.
Added a default bounding box size for newly created zones.
Added documentation on zones.
2011-12-06 14:48:53 +00:00
Lasse Öörni
738a159c59
Small documentation tweaks.
2011-12-05 22:41:26 +00:00
Lasse Öörni
23f4ba9710
Added more detailed documentation on light pre-pass rendering.
2011-12-05 22:10:05 +00:00
Lasse Öörni
80da6c449f
Fixed light prepass orthographic mode.
2011-12-05 20:48:03 +00:00
Lasse Öörni
19b7286fce
On OpenGL, do not automatically create the readable hardware depth stencil texture, as it is only usable in light pre-pass rendering.
2011-12-05 20:31:33 +00:00
Lasse Öörni
d607c59137
Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.)
2011-12-05 16:13:11 +00:00
Lasse Öörni
a54a526471
Fixed HLSL light buffer sampler index.
2011-12-05 00:28:54 +00:00
Lasse Öörni
0626f46fa8
Fixed missing light pre-pass rendering on OS X by not binding the light buffer to the same texture unit as the shadow map. Unbind buffer textures after use.
2011-12-05 00:09:43 +00:00
Lasse Öörni
21c8926da3
Fixed OpenGL light prepass capability detection.
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Fixed PackDepthRGB().
2011-12-04 23:03:46 +00:00
Lasse Öörni
9c40326a8c
Pack linear depth to RGBA manually to comply with FBO specification.
2011-12-04 22:55:08 +00:00
Lasse Öörni
486867cb6c
Added back the "view texture" feature to prevent the final rendertarget being possibly sampled during light pre-pass rendering.
2011-12-04 20:40:58 +00:00
Lasse Öörni
e5dca926cb
Fixed possible negative specular lighting in OpenGL mode.
2011-12-04 17:20:24 +00:00
Lasse Öörni
c27ab40f7f
Check needed OpenGL extensions more carefully.
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Cleaned up unnecessary GLee code.
Initial OpenGL light pre-pass rendering.
2011-12-04 16:38:14 +00:00
Lasse Öörni
6927daf567
Combined G-buffer shader interpolated variables.
2011-12-03 22:00:28 +00:00
Lasse Öörni
8de93e90ad
Removed unused shader code.
2011-12-03 20:55:42 +00:00
Lasse Öörni
7008b59d96
Fixed missing null initialization for vertex light queue.
2011-12-03 19:33:18 +00:00
Lasse Öörni
1b71cc600e
Added missing file.
2011-12-03 19:08:10 +00:00
Lasse Öörni
b9650b9a50
Reverted CMakeLists.txt.
2011-12-03 17:52:09 +00:00
Lasse Öörni
644c37a099
Mark light masks to G-buffer stencil for light culling.
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Fixed OpenGL forward rendering.
Documentation fixes.
2011-12-03 17:51:18 +00:00
Lasse Öörni
4beeb72cd2
Disregard normals in billboard vertex lighting.
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Removed light stencil masking toggle, as there is no corresponding mechanism in light pre-pass rendering, and toggling it off usually results in a large performance drop.
2011-12-03 15:51:35 +00:00
Lasse Öörni
f9bfd4948f
Shader refactoring.
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Removed ambient + lit pass combining for less shader permutations, and to prime the Z-buffer with a lightweight pass in case there is a large amount of overdraw.
Moved ambient light calculation to the ambient pass vertex shader.
Added render mode toggle to the editor settings.
Note: OpenGL rendering is currently broken.
2011-12-03 14:06:35 +00:00
Lasse Öörni
cbbf1a74f9
Fixed non-shadowed spotlights in light pre-pass rendering.
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Removed fallback pre-pass rendering due to objectionable visual quality.
2011-12-02 23:49:41 +00:00
Lasse Öörni
2d8e33949a
Fixed SM2 fallback mode light pre-pass rendering.
2011-12-02 22:16:10 +00:00
Lasse Öörni
7e3be41dfb
More fixes to light pre-pass light volume rendering.
2011-12-02 21:48:46 +00:00
Lasse Öörni
2f48b9bbe4
Deferred shadow/spot matrices fix.
2011-12-02 17:16:18 +00:00
Lasse Öörni
ceee03d828
Light rendering fixes.
2011-12-02 13:23:31 +00:00
Lasse Öörni
ac20c662e7
Fixed missing vertex lighting in light pre-pass material pass.
2011-12-02 09:49:37 +00:00
Lasse Öörni
c0d05666f8
Initial light volume rendering.
2011-12-02 08:22:37 +00:00
Lasse Öörni
fefa7bf6cd
Initial light pre-pass rendering. Lighting not rendered yet.
2011-12-01 23:57:16 +00:00
Lasse Öörni
c20e0ada86
Added initial light pre-pass shaders.
2011-12-01 09:35:03 +00:00
Lasse Öörni
b90ceaf4d1
Initial preparation for light pre-pass rendering.
2011-11-30 22:26:37 +00:00
Lasse Öörni
0fbb02b5b5
Create an INTZ depth buffer on Direct3D9 if possible.
2011-11-30 18:01:16 +00:00
Lasse Öörni
50284fe9b6
Added extra keys to LightTest.
2011-11-29 23:53:12 +00:00
Lasse Öörni
abf00cafa9
Merged pixel shader uniforms.
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Script code cleanup.
Added LightTest script.
2011-11-29 23:15:34 +00:00
Lasse Öörni
9a080ee900
Cleaned up comments. Removed Object::CreateObject() as unnecessary.
2011-11-28 19:00:28 +00:00
Lasse Öörni
0be96b3fca
Updated documents.
2011-11-28 18:05:15 +00:00
Lasse Öörni
fbdd44c3b8
Fixed comments.
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Added -logdebug command line option.
2011-11-28 18:04:25 +00:00
Lasse Öörni
aa5d18f5dd
Updated License.txt.
2011-11-28 11:05:30 +00:00
Lasse Öörni
8cb99ac13b
Updated to libcpuid 0.2.0 to not require the CPU core amount sanitation hack.
2011-11-28 09:31:20 +00:00
Lasse Öörni
65af224fa6
Removed zero-length file.
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Disabled shader compilation warning related to vertex lights.
2011-11-27 19:47:02 +00:00
Lasse Öörni
471d3ec5ff
Added libcpuid for improved CPU detection.
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Added separate functions for querying logical & physical CPU count.
2011-11-27 17:45:03 +00:00
Lasse Öörni
b1ba025970
Fixed hyperthreading detection again.
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Send frame update events in Engine::Update(), not in Timer::BeginFrame().
2011-11-27 13:40:40 +00:00
Lasse Öörni
998333b4b5
Fixed GCC build.
2011-11-27 12:26:10 +00:00
Lasse Öörni
e8c8a33ea0
Fixed hyperthreading detection code.
2011-11-27 12:11:26 +00:00
Lasse Öörni
92128e4bc4
Detect hyperthreading and halve amount of worker threads only if detected.
2011-11-27 01:08:09 +00:00
Lasse Öörni
1fbbf5f2cd
Limit the amount of worker threads to half the available CPU cores.
2011-11-26 20:00:29 +00:00