Lasse Öörni
f58e2595bf
Rewrite node & component IDs when instantiating content from file.
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Added choice to instantiate content as either replicated or local.
Fixed popup menu & editor hierarchy window update bugs.
2011-12-18 13:44:03 +00:00
Lasse Öörni
7f2f278c58
Added Scene::Instantiate() & Scene::InstantiateXML(), which load a partial scene from binary or XML.
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Added editor functions Load node & Save node, which use the above functionality.
Fixed threading crash with multiple shadowed directional lights.
2011-12-18 00:57:50 +00:00
Lasse Öörni
1e1496e7d4
Refactored setting variants from strings.
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Refactored nodes and components to write their type & ID when saving, instead of the parent node doing that.
Do not save attribute types into the XML format scene, as they are known.
When loading a node hierarchy, store also the root node reference into the SceneResolver.
Fixed bugs in async binary scene loading.
Removed the redundant .dat file extension filter from the editor. Instead .bin should be always used for binary scenes.
2011-12-17 18:37:23 +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
a3c6e580c3
Added Graphics::GetFloatFormat().
2011-12-15 21:06:00 +00:00
Lasse Öörni
a4aed67509
Optimized deferred shadowed directional light shader in both HLSL & GLSL.
2011-12-14 22:51:03 +00:00
Lasse Öörni
c057b66c38
Fixed parameters of Matrix3x4 & Matrix4 Decompose() when exposed to script.
2011-12-14 10:00:30 +00:00
Lasse Öörni
2d5cfd889e
Restored earlier use of forward lighting shader interpolators to fix rendering bugs on Intel 3150.
2011-12-14 08:29:19 +00:00
Lasse Öörni
b3aa4c6c37
Removed unneeded shader code.
2011-12-13 22:26:52 +00:00
Lasse Öörni
35c21f06d7
Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably.
2011-12-13 22:22:46 +00:00
Lasse Öörni
a207ec96c1
Updated script API documentation.
2011-12-13 21:32:15 +00:00
Lasse Öörni
97d66e82b4
Exposed Matrix classes to script.
2011-12-13 21:30:59 +00:00
Lasse Öörni
8fcba14bfb
Disable light buffer optimization if opaque objects with zero lightmask exist.
2011-12-13 11:49:58 +00:00
Lasse Öörni
bea4a7d9f6
Use replace blend mode for the first light volume, and skip light buffer clear if applicable.
2011-12-13 11:22:31 +00:00
Lasse Öörni
9abf84de11
Cleaned up SceneResolver related code. Moved post-load ApplyAttributes() to Node.
2011-12-13 09:23:28 +00:00
Lasse Öörni
ff3f24017d
For slight optimization, use a stenciled fullscreen quad to clear the rendertarget in light pre-pass mode.
2011-12-13 08:09:45 +00:00
Lasse Öörni
b6b8279174
Added a mechanism for resolving possibly changed component & node ID attributes after scene load.
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Fixed incorrect world transforms for parented nodes in networking.
2011-12-12 23:35:12 +00:00
Lasse Öörni
9e4a9362cb
Node::SetParent() retains the world transform.
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Added GetDerivedComponent() to Node.
Added SetWorldPosition() and related functions to Node.
Added unparent command (Ctrl+U) to the editor.
2011-12-12 22:12:05 +00:00
Lasse Öörni
bb8d706428
Corrected the data type of the FogParams uniform.
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Removed unused GLSL code.
2011-12-12 07:47:55 +00:00
Lasse Öörni
95e9d73403
Output unnormalized normals to the G-buffer as a slight optimization, as the light volume shader will normalize in any case.
2011-12-11 23:55:11 +00:00
Lasse Öörni
86d9004c63
Small optimization to GLSL material pass shader.
2011-12-11 23:22:26 +00:00
Lasse Öörni
b9e62689f2
Freed up pixel shader uniforms.
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Allow defining material specular color instead of just intensity.
2011-12-11 23:16:49 +00:00
Lasse Öörni
534aed5ccf
Fixed offsetof for new GCC.
2011-12-11 21:48:35 +00:00
Lasse Öörni
cbe84013ad
Code cleanup in Renderer::Update().
2011-12-11 17:05:57 +00:00
Lasse Öörni
9478103cd0
#ifdef vertex lighting shader code.
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Added missing dependency for GLSL shaders.
2011-12-11 11:15:23 +00:00
Lasse Öörni
720a19dea3
#ifdef the shadow HLSL/GLSL code to potentially speed up shader compilation.
2011-12-11 10:49:52 +00:00
Lasse Öörni
d14b968e79
Removed unused G-buffer shader code.
2011-12-11 10:38:21 +00:00
Lasse Öörni
51cf76b99a
Renamed SetLinkedDepthBuffer() -> SetLinkedDepthStencil().
2011-12-10 16:36:59 +00:00
Lasse Öörni
d892a120e7
Reverted the OpenGL viewport reset logic.
2011-12-10 15:57:48 +00:00
Lasse Öörni
8c14956ebe
Documentation update.
2011-12-10 15:35:45 +00:00
Lasse Öörni
dec13dac7a
Draw render-to-texture views upside down on OpenGL so that they match the UV coordinates of regular textures.
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Fixed possible incorrect viewport after render target change on OpenGL.
Fixed incorrect G-buffer vertical offset coordinates on OpenGL.
2011-12-10 13:21:43 +00:00
Lasse Öörni
c334b471e0
Exposed texture formats to script.
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Fixed directional lights in light pre-pass mode when using the same camera for multiple views with different aspect ratios.
2011-12-09 23:57:10 +00:00
Lasse Öörni
f564e2bc83
Documentation update.
2011-12-09 21:19:39 +00:00
Lasse Öörni
5dd9673112
Moved debug geometry rendering before possible framebuffer blit so that it will be properly depth tested in all cases.
2011-12-09 20:06:10 +00:00
Lasse Öörni
b7c0187bae
Code cleanup.
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Use edge filter only on the backbuffer.
2011-12-09 07:58:34 +00:00
Lasse Öörni
f953254296
Renamed "edgefilter" command line parameter to "fxaa" for less typing.
2011-12-08 23:31:47 +00:00
Lasse Öörni
0f04185efb
Fixed edge filter for OpenGL.
2011-12-08 23:23:58 +00:00
Lasse Öörni
b2fae0ccb4
Added FXAA edge filter.
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Updated readme for upcoming release.
2011-12-08 23:19:04 +00:00
Lasse Öörni
6b94f902c7
Better check for whether vertex lights have been processed.
2011-12-08 07:08:13 +00:00
Lasse Öörni
d53e808ece
Fixed double-lighting bug in light pre-pass mode.
2011-12-08 06:59:00 +00:00
Lasse Öörni
d7884cbfa5
Fixed missing masked pointlight rotation on OpenGL light pre-pass mode.
2011-12-07 22:12:46 +00:00
Lasse Öörni
29cc6d87aa
Fixed variable name.
2011-12-07 12:44:39 +00:00
Lasse Öörni
ff247d839a
Fixed incorrect viewport size compare.
2011-12-07 07:29:43 +00:00
Lasse Öörni
784530e79a
Use scissor test to avoid clearing outside the viewport on OpenGL.
2011-12-06 22:45:48 +00:00
Lasse Öörni
e4ab3b3b1f
Fixed UI not being rendered correctly if multiple 3D viewports active.
2011-12-06 22:24:38 +00:00
Lasse Öörni
b9ffb1fc2d
Documentation tweaks.
2011-12-06 22:07:32 +00:00
Lasse Öörni
c4e569879d
Restored the optional lit base pass optimization, but with the limitation of no ambient gradient.
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Removed unneeded GLSL shader permutations.
2011-12-06 21:36:03 +00:00
Lasse Öörni
31b2a692d5
Fixed multithreading documentation.
2011-12-06 14:57:07 +00:00
Lasse Öörni
8f882f8225
Rewrote the zone ambient color gradient system. Now zones only define one ambient color, but look for neighbor zones' ambient colors when gradient mode is enabled.
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Fixed missing script bindings to the zone ambient gradient & camera override flags.
Added a default bounding box size for newly created zones.
Added documentation on zones.
2011-12-06 14:48:53 +00:00
Lasse Öörni
738a159c59
Small documentation tweaks.
2011-12-05 22:41:26 +00:00