Lasse Öörni
e7935ffaf6
Documented the new attribute flags.
2012-07-30 13:37:51 +00:00
Lasse Öörni
9557eb64b4
Added note about moving triangle mesh collision shapes.
2012-07-30 12:59:21 +00:00
Lasse Öörni
cf8d044723
Moved AreaAllocator to Math library.
2012-07-29 23:29:44 +00:00
Lasse Öörni
363e9139de
Added possibility to read animation state start bone as String for handcrafted XML files.
2012-07-29 16:05:13 +00:00
Lasse Öörni
ee9809fade
Added warning message when triangle mesh or convex hull generation fails due to missing CPU-side (shadowed) geometry data.
2012-07-29 11:58:08 +00:00
Lasse Öörni
e8ac213610
Use String::EMPTY for empty object typename.
2012-07-28 17:28:57 +00:00
Lasse Öörni
8c581bf8bb
Cleaned up Doxygen comments.
2012-07-28 16:51:48 +00:00
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Use the green channel for added heightmap accuracy, if available.
2012-07-20 17:18:38 +00:00
Lasse Öörni
5df4edfe03
Terrain patch stitching.
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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.
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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