Lasse Öörni
9d864d3f89
Fixed return type of Texture2D::SetSize() & TextureCube::SetSize() when exposed to script.
2012-03-30 23:45:44 +00:00
Lasse Öörni
ff950d7dca
Refactored joint attributes. Now the joint should be created into a node with a rigidbody, and only the connected body needs to be specified.
2012-03-30 23:02:33 +00:00
Lasse Öörni
7eaa728f84
Restored accurate frame limiting. May need more testing on different systems.
2012-03-28 18:40:15 +00:00
Lasse Öörni
bea4b8d60b
Allow per-rigidbody disabling of gravity.
2012-03-25 12:57:45 +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
c0273f35ca
Removed deprecated SuppressNextChar() function.
2012-03-23 11:45:46 +00:00
Lasse Öörni
6a99c8ad0d
Added ifdefs to disable inclusion of unneeded uniforms, samplers and attributes.
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Removed deprecated LightVolume shader.
2012-03-23 11:40:25 +00:00
Lasse Öörni
1ab5dd3e8d
Fixed crash if OpenGL version or extensions are not satisfied.
2012-03-23 00:00:24 +00:00
Lasse Öörni
139ef6d6e2
Removed the light to light queue map. Instead store the light queue pointer directly to the light.
2012-03-21 08:13:57 +00:00
Lasse Öörni
1f89e97116
Insert drawable into the proper octant (instead of root) immediately when OnNodeSet() is called.
2012-03-21 00:13:34 +00:00
Lasse Öörni
b7f5a6c997
Reverted use of HashSet in Octree for updates & reinsertions. Instead use vectors of weak pointers to Drawables to require no explicit cleanup when removed.
2012-03-20 18:39:57 +00:00
Lasse Öörni
97142c1db1
Eliminated n^2 algorithms from event subscribing and octree updates.
2012-03-20 16:33:46 +00:00
Lasse Öörni
66f3fd4097
Added function to get API-independent projection matrix.
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Preallocate light queues once per frame instead of resizing the light queue container multiple times.
2012-03-19 20:13:53 +00:00
Lasse Öörni
265d59dfb0
Use occlusion for coarse culling of octants before testing drawable occlusion in worker threads.
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More specialized octree queries moved to View.
2012-03-19 08:08:57 +00:00
Lasse Öörni
6c1536627e
Refactor of the OctreeQuery class. Use a separate subclass for shadowcaster-only queries.
2012-03-18 23:06:54 +00:00
Lasse Öörni
612a0c2dee
Fixed erroneous occlusion culling in orthographic mode.
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Use two smaller Z-biases (before and after viewport transform) for occlusion instead of one large.
2012-03-18 22:19:55 +00:00
Lasse Öörni
6fbf8d0404
Increased occlusion buffer Z-accuracy.
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Use similar calculations for occluders and occludees to minimize errors.
Decreased default minimum occluder screen size to allow better occluder fusion of small occluders.
2012-03-18 19:33:23 +00:00
Lasse Öörni
fec5d379fd
Re-added camera frustum & projection matrix caching.
2012-03-18 14:38:27 +00:00
Lasse Öörni
dd28073cfc
Optimized shadowed point light shadowcaster queries.
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Removed redundant camera frustum recalculations from shadow processing.
2012-03-17 23:12:06 +00:00
Lasse Öörni
5a6dfe6c19
Added missing spaces.
2012-03-11 14:15:40 +00:00
Lasse Öörni
72794673d1
Fixed crash if a window message was received before the Input subsystem had initialized itself.
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Fixed profiler output indent off by one.
Updated script API.
2012-03-11 13:49:01 +00:00
Lasse Öörni
9ab2bf4c14
Added top-level profiling blocks for frame execution. Explicitly call Profiler::BeginFrame() and EndFrame() in Time subsystem to not depend on event subscription order. Profiler max. display depth in DebugHud can be specified.
2012-03-11 12:21:02 +00:00
Lasse Öörni
9b2e4e694a
Fixed character encoding.
2012-03-09 15:35:45 +00:00
Lasse Öörni
ce4c4ae96f
Do not use the "preferred resource path" mechanism when explicitly choosing a path via UI.
2012-03-09 13:43:17 +00:00
Lasse Öörni
c5f5be8ef0
Added beneficial AssImp processing flags.
2012-03-09 13:38:34 +00:00
Lasse Öörni
3735bd6916
Strip double quotes from arguments.
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Fixed String::EndsWith().
Fixed crash in AssetImporter when instantiating an Octree component.
2012-03-03 23:52:40 +00:00
Lasse Öörni
e10da28c4b
Reverted PrintLine() to use printf() to allow seeing the tools' intermediate output in the MSVC output window.
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Make sure that minidump code is only compiled in on MSVC.
2012-03-03 13:05:25 +00:00
Lasse Öörni
acd6f5be5c
Fixed PrintRaw() on Unix.
2012-03-01 22:35:25 +00:00
Lasse Öörni
89d3dc38e9
Fixed conflict with IOAPI.cpp Print() functions.
2012-03-01 21:51:51 +00:00
Lasse Öörni
3805401100
Fixed WString returning length one char too long.
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Use WriteConsoleW on Windows for printing to the console.
Allow to exit NinjaSnowWar server by a console command.
2012-03-01 19:27:05 +00:00
Lasse Öörni
a542fae7b6
Centralized printing to the console.
2012-03-01 08:33:07 +00:00
Lasse Öörni
481468e2a0
Replaced further Win32 API calls with Unicode variants.
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Win32 console input reading using Unicode.
2012-02-29 23:46:05 +00:00
Lasse Öörni
1efdb25d9d
Use PeekMessageW() & DispatchMessageW() for consistency.
2012-02-29 23:11:21 +00:00
Lasse Öörni
0804e9d4ec
Sort drawable's lights only if necessary (over the maximum light count.)
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Handle lights that are converted from per-pixel to per-vertex correctly even if drawable has both opaque & transparent batches.
2012-02-29 14:24:38 +00:00
Lasse Öörni
cc51e1a40c
Reverted code which was only needed when SetDepthStencil() committed the FBO changes.
2012-02-29 08:39:17 +00:00
Lasse Öörni
961f65b467
Flush changes to the current FBO first before cleaning up a rendersurface from other FBOs.
2012-02-28 23:04:36 +00:00
Lasse Öörni
9d15b80fc4
Audio::IsInterpolated() -> Audio::GetInterpolation().
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Fixed comments in the audio library.
2012-02-28 22:58:25 +00:00
Lasse Öörni
26e2ebca26
Fixed enemy motion bugs in networked NinjaSnowWar.
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Added possibility to disable physics interpolation. This is useful on a network server to ensure clients do not receive interpolated (and possibly non-physical) node transforms.
Changed default network update FPS to 30 (half of the default physics FPS.)
2012-02-28 21:03:42 +00:00
Lasse Öörni
cd00810139
Updated docs for upcoming release.
2012-02-28 18:51:31 +00:00
Lasse Öörni
9a5443ebc4
Store depth bits into Texture2D also in renderbuffer mode.
2012-02-28 18:50:52 +00:00
Lasse Öörni
7ed9a4815d
More complete multi-FBO implementation.
2012-02-28 13:11:34 +00:00
Lasse Öörni
e42f16dfbe
Set GL_NONE drawbuffer on the depth-only FBO.
2012-02-28 00:39:13 +00:00
Lasse Öörni
f83b968576
To reduce Linux / NVIDIA performance issues, use another FBO for shadow rendering. Commit FBO changes only at SetDepthStencil().
2012-02-28 00:24:35 +00:00
Lasse Öörni
f78a0cab6d
Set also the third texture coordinate wrap mode on OpenGL.
2012-02-27 21:15:31 +00:00
Lasse Öörni
6014f87a0f
Added mention to only install libgl1-mesa-dev if OpenGL headers/libs do not already exist.
2012-02-27 08:09:11 +00:00
Lasse Öörni
bc8b45b061
Restored AngelScript typeid caching.
2012-02-26 21:54:05 +00:00
Lasse Öörni
281703c8e5
Use HashMap instead of Map in Font for improved performance.
2012-02-26 20:53:52 +00:00
Lasse Öörni
a7daef9b49
Reverted the busywait code because of unpredictable effect on slower machines.
2012-02-26 20:25:23 +00:00
Lasse Öörni
f4650362c0
Spinwait using a dummy calculation to get accurate frame limiting.
2012-02-26 18:39:55 +00:00
Lasse Öörni
911f9e4c5b
Removed the "flush GPU" feature as it was causing erratic timing. The downside is increased input lag when vsync is on.
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Increased NinjaSnowWar physics FPS to 100Hz for less likely snowball tunnelling.
Set the player yaw from mouse movement each frame also in singleplayer NinjaSnowWar.
When a physical Node's rotation only changes, do not force the rendering position automatically as the new physics position.
2012-02-26 16:00:52 +00:00