Commit Graph

9612 Commits

Author SHA1 Message Date
Lasse Öörni
7b1adbe0f7 Root CMakeLists.txt cleanup. 2012-07-28 16:43:37 +00:00
Lasse Öörni
1b6475ae84 Fixed DecalSet not finding skinned model bones to adjust position. 2012-07-28 13:10:13 +00:00
Lasse Öörni
481fbfa220 Added visible OS mouse cursor mode. When used with an external window, this is the only supported mode, as SDL does not control the cursor visibility of an external window. 2012-07-28 10:38:04 +00:00
Lasse Öörni
4ec5cf6808 Support OpenGL mode external windows through an SDL hack, needs choosing the pixel format manually. 2012-07-28 09:31:05 +00:00
Lasse Öörni
9b8bce8e1c Fixed occlusion buffer constantly resizing itself with some resolutions. 2012-07-27 22:43:15 +00:00
Lasse Öörni
a399726d42 Added experimental Graphics::SetExternalWindow() function. Due to SDL limitations (external windows are not marked OpenGL-capable) will only work on Direct3D9 for now.
Fixed the INTZ depth stencil surface not being resized for new screen mode, which caused rendering to fail if the window was grown larger than initial size.
2012-07-27 21:32:56 +00:00
Lasse Öörni
9830627898 Use a HashMap for client connections internally, but return a Vector in Network::GetClientConnections(). 2012-07-27 13:54:23 +00:00
Lasse Öörni
1ca858cc2a Changed ListView to use PODVector for the selections, and explicitly sort them when necessary.
Circumvented ListView selections set accessor not working by defining it as a method instead.
2012-07-27 12:06:34 +00:00
Lasse Öörni
bf99702437 Fixed OpenGL build. 2012-07-26 22:40:50 +00:00
Lasse Öörni
b86f052689 Fixed using nonexistent member variable in template code. 2012-07-26 22:31:09 +00:00
Lasse Öörni
170ee77019 To avoid confusion when to use what, and as the performance is usually better, use only HashMap & HashSet instead of Map & Set.
Optimized memory use of HashMap/Set to 16 bytes so that it can be stored inside Variant.
2012-07-26 22:22:59 +00:00
Lasse Öörni
ef12e4a769 Added contributions/bugfixes category to the credits. 2012-07-25 07:21:08 +00:00
Lasse Öörni
17734e2fbb Applied OgreImporter patch (not able to find parent for first bone) from Magic.Lixin. 2012-07-25 06:43:07 +00:00
Lasse Öörni
9907e7c997 Changed RandomInt(n) to exclusive for more intuitive use with for example choosing a random index from an array. 2012-07-24 11:33:28 +00:00
Lasse Öörni
978d0d9970 Renamed batch sorting functions for clarity. 2012-07-24 06:30:54 +00:00
Lasse Öörni
41c4eb319f Use more complex but accurate batch sorting, which considers both state and distance, and tries to minimize shader changes. 2012-07-23 22:22:39 +00:00
Lasse Öörni
54dab6404f Fixed setting camera shader parameters redundantly in light prepass material pass.
Calculate number of instances more reliably from the batchgroup geometry type.
2012-07-23 18:45:58 +00:00
Lasse Öörni
088561af13 Compile shader bytecode into separate directories to keep the HLSL source directory clean. 2012-07-23 16:36:38 +00:00
Lasse Öörni
2abfa14236 Removed unnecessary command line argument. 2012-07-23 13:47:27 +00:00
Lasse Öörni
d90dbc0b3f Use a loop to set material textures. 2012-07-23 13:40:16 +00:00
Lasse Öörni
ad2e0154c9 Further tweaks of TestScene lighting. 2012-07-22 20:38:26 +00:00
Lasse Öörni
8fe755e7e6 Do not release resource if it has weak refs.
Exposed function to explicitly reload shaders.
Set a default resource path in the editor (Bin/Data/) so that scene/model import works even without setting a resource path.
2012-07-22 16:46:32 +00:00
Lasse Öörni
a9e9c7c5c5 Readme formatting. 2012-07-22 15:52:13 +00:00
Lasse Öörni
d651239e31 Doxygen formatting. 2012-07-22 15:49:18 +00:00
Lasse Öörni
be28ed3469 Fixed terrain LOD error calculation. 2012-07-22 15:19:52 +00:00
Lasse Öörni
272ba97189 Docs formatting. 2012-07-22 14:28:41 +00:00
Lasse Öörni
c9ea9cb384 Changelog for next release.
In the demo scripts, only increase decal max. vertex/index count when targeting skinned geometry.
Do not try to add decals in headless mode.
2012-07-22 13:56:59 +00:00
Lasse Öörni
073347c950 AABB-test physics geometry before adding it to the debug renderer.
Never debug draw heightfields, as it hugely slows down execution.
2012-07-22 11:23:00 +00:00
Lasse Öörni
abafe9b9f3 Fixed DecalSet functions being private.
Added comments to describe use of DecalSet and Terrain.
Increased terrain occlusion negative offset to further reduce false positives.
2012-07-22 10:50:05 +00:00
Lasse Öörni
7facee936f Tweaked TestScene lighting. 2012-07-21 23:52:04 +00:00
Lasse Öörni
12e8c0a2cc Fixed GCC build and material reference in LightTest. 2012-07-21 23:30:25 +00:00
Lasse Öörni
96143733e4 Offset occlusion geometry downward to reduce possibility of erroneous occlusion. 2012-07-21 21:31:00 +00:00
Lasse Öörni
1c95a5b007 Use lowest terrain LOD for occlusion. This can possibly result in over-aggressive occlusion, so needs to be used with care. 2012-07-21 20:12:09 +00:00
Lasse Öörni
4e075d0510 Adjusted lighting and the stone diffuse texture. 2012-07-21 16:49:07 +00:00
Lasse Öörni
603ce4c96e Set smaller collision margin on the heightfield. 2012-07-21 16:39:10 +00:00
Lasse Öörni
21c6bfd098 New stone texture.
Save each example scene with an unique name.
Update terrain batch LOD always in the main thread to avoid overhead of firing threaded work items, if there is no more CPU-consuming geometry updates (such as skinning) to be done.
2012-07-21 14:44:53 +00:00
Lasse Öörni
5590c427b6 Fixed Terrain::UpdatePatchLod() being slow because of always determining used vertex range. 2012-07-20 22:01:16 +00:00
Lasse Öörni
30c21a3789 Added terrain blend shader and terrain example.
Added function to get terrain normal at point.
Always update terrain patch stitching.
Fixed material texture indexing & setting.
2012-07-20 21:49:24 +00:00
Lasse Öörni
2945e5d83f Recurse for LOD correction in terrain patches.
Use the green channel for added heightmap accuracy, if available.
2012-07-20 17:18:38 +00:00
Lasse Öörni
5df4edfe03 Terrain patch stitching.
Limited terrain LOD levels to 4.
Do not count clipped sub-triangles toward the triangle limit in OcclusionBuffer.cpp.
2012-07-19 23:21:47 +00:00
Lasse Öörni
9c1ffb8960 Tweaked terrain patch LOD error minimum value. 2012-07-19 15:02:03 +00:00
Lasse Öörni
5bff6f8d94 Slight optimization of terrain error metric calculation. 2012-07-19 13:37:30 +00:00
Lasse Öörni
ec8394b3de Initial terrain LOD. No stitching yet.
Limit DebugRenderer total vertices to prevent possible crash.
Perform coarse culling in DebugRenderer to avoid rendering lines outside the view.
2012-07-19 13:28:05 +00:00
Lasse Öörni
478a5af9d1 Allow defining depth bias for materials.
Center decal frustum on the decal world position.
Use material depth bias for decals instead of applying the bias to decal geometry.
2012-07-19 09:34:11 +00:00
Lasse Öörni
3982058551 Edited comments. 2012-07-18 23:26:40 +00:00
Lasse Öörni
42b9cbc158 Cleaned up terrain code.
Updated script API documentation.
2012-07-18 23:19:52 +00:00
Lasse Öörni
40f91c7399 Fixed terrain live reload in the editor. 2012-07-18 14:25:33 +00:00
Lasse Öörni
248fc3c1b6 Terrain attributes.
Refactoring of occlusion, raycast and raw geometry data.
2012-07-18 13:53:55 +00:00
Lasse Öörni
69d7e27179 Added terrain raycast & occlusion. 2012-07-18 00:05:23 +00:00
Lasse Öörni
c846879028 Added terrain collision.
Added terrain reload when heightmap image changes.
Reversed terrain geometry Z-direction for compatibility with Bullet, and more consistent calculations.
2012-07-17 23:39:55 +00:00