Commit Graph

170 Commits

Author SHA1 Message Date
Modanung
01da0589e4 Replaced template UI with new default 2018-04-08 12:25:07 +08:00
Modanung
4578d4bbf5 Trimmed checkmarks, modified accept drop cursor and reduced refresh icon size 2018-04-08 12:25:07 +08:00
Modanung
3983f61697 Moved SVG of UI to SourceAssets folder 2018-04-08 12:25:07 +08:00
Lasse Öörni
4265f99a8c Fix normals / lighting on the cylinder by using auto normal smoothing. Closes #2075. 2017-08-18 22:40:13 +03:00
Modanung
c17a63dd57 Switched to new icon 2017-01-02 11:47:22 +01:00
Lasse Öörni
790772ec79 Squashed commit of the following:
commit 79d66503554c716c6a3c31f6c9e0aed46832c6bb
Author: Modanung <frode@lindeijer.nl>
Date:   Mon Dec 19 02:45:45 2016 +0100

    More clearly defined character edges in FishBoneLogo.png

commit fbfa9285f78819b4f1f3c42673f61f55c5ce5d06
Author: Modanung <frode@lindeijer.nl>
Date:   Mon Dec 19 02:27:07 2016 +0100

    Removed alpha anomaly in FishBoneLogo.png

commit 07161d555ed3ab3a13ac7c2f8ae0c0abfc7688a8
Author: Modanung <frode@lindeijer.nl>
Date:   Mon Dec 19 02:21:27 2016 +0100

    Improved lighting on FishBoneLogo.png

commit 5ec68be44517a4fd0ebd19b7bc73b98117af5f62
Author: Modanung <frode@lindeijer.nl>
Date:   Mon Dec 19 01:05:58 2016 +0100

    Tuned down alpha to zero for low-alpha areas

commit 55fc6df7302597f2e8281283748b5f3723297362
Author: Modanung <frode@lindeijer.nl>
Date:   Sun Dec 18 23:12:32 2016 +0100

    Increased size of black and white fish bone logo

commit 2c3ef9af05df91149132a3ac137e51a424be98f6
Author: Modanung <frode@lindeijer.nl>
Date:   Sun Dec 18 23:11:03 2016 +0100

    Updated black and white fish bone logo

commit 47adbcf0463937726b406c1ee7deead3d568bf63
Author: Modanung <frode@lindeijer.nl>
Date:   Sun Dec 18 23:08:51 2016 +0100

    Replaced logo in readme and samples
2016-12-19 19:49:17 +02:00
Lasse Öörni
bb278ac5a7 Add svg source of fish bone logo. 2016-12-18 18:48:49 +02:00
1vanK
b8acdcb42d Add vertex colors to standart primitives 2016-10-28 13:57:54 +03:00
Ivan K
086cfa1687 Editor: fix all warnings; Complete UITemplate 2016-03-19 20:01:41 +04:00
Ivan K
8842604c80 Fix ToolTip border; EditorHierarchyWindow: tabs to spaces, fix ResetButton ImageRect 2016-03-15 03:36:04 +04:00
Ivan K
bd546962b3 UITemplate: UI.png was separated to named layers for easy editing (GIMP 2.8.2) 2016-03-14 14:10:22 +04:00
rasteron
3a749bd889 fixed Dome rotation (Y-up) in blend file 2014-06-26 08:02:04 +08:00
rasteron
f8bff33517 Added Skydome blend file 2014-06-24 09:34:14 +08:00
Lasse Öörni
ec43000d09 Added teapot & torus models from Hgdavidy's pull request. 2014-03-11 19:52:36 +02:00
Lasse Öörni
379d786da4 Fixed NinjaSnowWar assets to use 1m world unit.
Added GetDistanceToWall() function to NavigationMesh.
NavigationMesh code cleanup.
2013-04-13 13:20:43 +00:00
Lasse Öörni
921d93a0da Fixed UV mapping on the builtin models. 2012-10-27 18:21:33 +00:00
Lasse Öörni
3833c24ab3 Fixed smoothing of the cone model.
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.
Added more primitive shape models.
2012-07-04 14:00:45 +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
5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders.
Changed ShaderCompiler command line options.
Changed FileSystem::SystemRun() to use CreateProcess() and to hide the window of the spawned program.
Removed GLShaderProcessor.
2012-06-24 00:11:43 +00:00
Lasse Öörni
2976340a79 Fixed relative billboard position on Direct3D.
Billboard node movement no longer needs to dirty the vertex buffer.
2012-05-28 23:10:07 +00:00
Lasse Öörni
3e7882093a Disabled all stencil operations on OpenGL ES for now, as the OES packed depth stencil isn't tested for or used yet.
Use fixed vertex attribute locations on OpenGL.
Always transpose OpenGL matrix uniforms manually.
Workaround failed draw call after drawing billboards on OpenGL ES by transforming billboards with an identity model matrix.
Ensure finger touch ID's are positive.
Improved touch controls in NinjaSnowWar.
2012-05-27 16:39:21 +00:00
Lasse Öörni
d8a975811f Slightly improved NinjaSnowWar touch controls.
Fixed low quality OpenGL ES shadow mapping shader.
2012-05-27 11:18:25 +00:00
Lasse Öörni
0706ae397f Touch input on Android.
Run NinjaSnowWar by default on Android.
Rudimentary touch controls (virtual on-screen joystick) in NinjaSnowWar.
Improved OpenGL ES depth bias.
Support GetUserDocumentsDir() on Android (return the getFilesDir() path.)
Fixed OpenGL ES mode erroneously attempting to use shadowed point lights.
Added .bat file to copy Data & CoreData directories as Android assets.
2012-05-27 00:27:23 +00:00
Lasse Öörni
a8c622f330 Started work on GLES2 shadow mapping. 2012-05-21 01:29:25 +00:00
Lasse Öörni
9a4e69d5bc Removed fillmode, as it is deprecated on some APIs and not currently used in Urho3D.
Fixed missing depth buffer on Android.
Use texture units < 8 on OpenGL ES.
2012-05-20 13:48:38 +00:00
Lasse Öörni
e34b505ab1 Fixed missing ambient shader combinations. 2012-05-18 23:32:07 +00:00
Lasse Öörni
a47ee41e12 Fixed SM2 shader compile failure. 2012-05-18 23:05:34 +00:00
Lasse Öörni
c3f75ee181 Removed alpha test, as it is deprecated in modern graphics API's. Instead implemented in the pixel shader. 2012-05-18 07:06:36 +00:00
Lasse Öörni
a972435910 Reverted previous change for increased readability as no performance difference was observed. 2012-03-23 16:24:43 +00:00
Lasse Öörni
6a99c8ad0d Added ifdefs to disable inclusion of unneeded uniforms, samplers and attributes.
Removed deprecated LightVolume shader.
2012-03-23 11:40:25 +00:00
Lasse Öörni
a102a45fb5 Circumvented normal mapping GLSL bug on older ATI drivers. 2012-01-01 12:43:18 +00:00
Lasse Öörni
8a0d9f3c42 Further depth writing fix. 2012-01-01 01:14:49 +00:00
Lasse Öörni
f38c7fe55e Fixed writing the depth in OpenGL deferred shader. 2012-01-01 01:13:33 +00:00
Lasse Öörni
00d3faa6e5 Fixed deferred specular color. 2011-12-31 19:40:45 +00:00
Lasse Öörni
43bff9083e Added missing HLSL deferred shaders. 2011-12-31 15:24:54 +00:00
Lasse Öörni
d34a73bfb9 Added full deferred rendering in addition to light pre-pass.
Added missing vertex colored light pre-pass material shader permutation.
2011-12-31 14:20:29 +00:00
Lasse Öörni
f0951eed31 Simplified the FogParams shader parameter. 2011-12-30 17:38:40 +00:00
Lasse Öörni
4b303496cd Minor shader optimizations. 2011-12-29 16:15:12 +00:00
Lasse Öörni
a2ae4917db Work around nonexistent GLSL array support on OS X. 2011-12-28 17:22:40 +00:00
Lasse Öörni
28dedc34c4 Fixed GLSL #version statement to come before defines. 2011-12-28 16:59:31 +00:00
Lasse Öörni
d2aba2ca56 Fixed GLSL. 2011-12-28 16:38:08 +00:00
Lasse Öörni
7075513957 Cleaned up bloom shader code.
Split SampleOffsets shader parameter to GBufferInvSize and ShadowMapInvSize parameters.
Set Offsets & InvSize parameters for user-defined rendertargets during postprocessing.
Fixed bug on some NVIDIA drivers caused by using tex2Dlod on the hardware depth buffer.
2011-12-28 13:17:21 +00:00
Lasse Öörni
5503eb1978 Fixed GLSL bloom. 2011-12-28 02:06:08 +00:00
Lasse Öörni
a1c70a3476 Added bloom post-process effect.
Added global shader parameters to PostProcess.
Added possibility to specify texture units by number instead of name in materials and postprocesses.
2011-12-28 01:43:48 +00:00
Lasse Öörni
f437a1ec04 Implemented OpenGL multisampled backbuffer resolve.
Fixed OpenGL greyscale shader.
2011-12-26 14:50:36 +00:00
Lasse Öörni
d76c21c4f2 Fixed postprocess rendertarget allocation divisor mode to use the viewport size, not the whole rendertarget.
Refactored Material to not store textures in a Vector, as the amount of texture units is fixed.
2011-12-26 02:34:28 +00:00
Lasse Öörni
55ce257a9c Initial postprocessing implementation. Reimplemented the FXAA edge filter using it. 2011-12-26 01:07:37 +00:00
Lasse Öörni
de2d2f58c9 Removed explicit HLSL register allocations to allow for defining more custom shader parameters. 2011-12-16 08:32:56 +00:00
Lasse Öörni
a4aed67509 Optimized deferred shadowed directional light shader in both HLSL & GLSL. 2011-12-14 22:51:03 +00:00