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
Lasse Öörni
945375d0ee
Added mass axis parameter to RigidBody so that the axis of cylinder and capsule shapes is not hardcoded.
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Fixed RigidBody mass not being properly set on the client.
Re-enabled replication of snowball collisionshapes in NinjaSnowWar as the erroneous physics interactions caused by missing masses are no longer a problem.
2011-08-22 22:24:26 +00:00
Lasse Öörni
3dc01e1a20
Fixed TestScene.as not saving the scene correctly if working directory was not Bin.
2011-08-22 21:52:38 +00:00
Lasse Öörni
6f5f3c252b
Specify diameter instead of radius for sphere, capsule and cylinder CollisionShapes so that switching between shape types is more intuitive.
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Capsule and cylinder shapes are now upright by default.
Fixed geometry offset staying if it was first set, but then zeroed after assigning the rigid body.
Fixed geometry offset not updating after the rigid body is assigned.
2011-08-22 21:35:23 +00:00
Lasse Öörni
3f7fffbf49
Some renames. CollisionGroup -> CollisionLayer, Scene::GetNodeByID() -> GetNode(), Ray::Distance() -> HitDistance().
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Moved all hit distance tests to Ray.
Tundra scene physics import.
2011-08-22 20:06:27 +00:00
Lasse Öörni
7b89315876
Case-insensitive filename sort in FileSelector.
2011-08-22 12:01:09 +00:00
Lasse Öörni
534da86f8f
Added node parenting support to Tundra scene import.
2011-08-22 11:52:15 +00:00
Lasse Öörni
62fac23f11
Perform conversion to left-handed coordinate system when importing Tundra scenes.
2011-08-22 11:13:39 +00:00
Lasse Öörni
f0362f1758
Fixed endless loop in Tundra scene import.
2011-08-22 10:14:12 +00:00
Lasse Öörni
ba7e79e82d
If no element is focused, send mouse wheel to the element under cursor.
2011-08-22 08:37:10 +00:00
Lasse Öörni
57bcdb2479
For optimization, assume that the scene root node does not have a moving rigid body.
2011-08-22 07:13:42 +00:00