8c58f43ee8Do not attempt to draw empty geometries.
Lasse Öörni
2012-07-12 20:51:55 +0000
1175f837c3Cleaned up saving of DecalSet offset matrices.
Lasse Öörni
2012-07-12 08:11:48 +0000
79254b127aFixed example scripts.
Lasse Öörni
2012-07-12 07:34:07 +0000
2d8f47618fChanged controls in TestScene.as & TestSceneOld.as to not require the middle mouse button for adding decals.
Lasse Öörni
2012-07-11 18:16:02 +0000
debcc38bb0Allow configuring DecalSet max. vertices and indices separately. Serialize DecalSet geometry as a byte buffer for reduced file size.
Lasse Öörni
2012-07-11 16:42:08 +0000
8555b94e5aUse indexed geometry for decals. Refactored tangent generation into a separate file.
Lasse Öörni
2012-07-11 07:51:25 +0000
ab89278a5cCreate AnimatedModel morph vertex buffers on demand (when first non-zero morph weight set.) Handle skinned decals also for morphed geometry.
Lasse Öörni
2012-07-10 09:35:49 +0000
803b7cf53aMoved polygon clipping back into DecalSet & PolyHedron, as the common function interface was not pleasant.
Lasse Öörni
2012-07-10 08:17:44 +0000
92510672f7Serialize also skinned decals. Fixed flicker of billboards & decals on first frame after loading.
Lasse Öörni
2012-07-09 21:27:47 +0000
d9cc388499Mostly working skinned decals.
Lasse Öörni
2012-07-09 20:20:33 +0000
6643bf7717Started work on skinned decals.
Lasse Öörni
2012-07-09 14:51:27 +0000
37a1d6683cIncreased default bias for decals.
Lasse Öörni
2012-07-08 22:24:58 +0000
874ec0a4eeFixed decal restore on OpenGL context loss.
Lasse Öörni
2012-07-08 22:18:05 +0000
c1a1740798Added attributes to DecalSet for scene serialization.
Lasse Öörni
2012-07-08 22:13:15 +0000
4ea24a7a03Fixed example scripts.
Lasse Öörni
2012-07-08 21:27:32 +0000
296e36a75bCalculate tangents for decals.
Lasse Öörni
2012-07-08 21:17:45 +0000
97828ae8ceRemoved unnecessary functions.
Lasse Öörni
2012-07-08 19:19:17 +0000
55e90c3ee3Clip decals as polygons and retriangulate after clipping for less vertices. Refactored polygon clipping into an utility function.
Lasse Öörni
2012-07-08 19:15:43 +0000
06371a62edWrap decal around static geometry. Changed OcclusionBuffer clipping to produce less degenerate triangles. Exposed more Frustum functions to script. Moved StaticModel software LOD (raycast / occlusion) determination into a function.
Lasse Öörni
2012-07-08 15:49:48 +0000
91c7374e28Started work on decals. Geometry can now define a non-indexed draw range. Do not queue empty batches (with empty draw range) for rendering.
Lasse Öörni
2012-07-07 23:54:29 +0000
d18baaff87Reverted back to 4 sample shadow mapping on OpenGL ES, but limited directional light cascades to 2.
Lasse Öörni
2012-07-07 13:43:40 +0000
682714f400Cleanup of GLSL shadow code, try using texture2D instead of texture2DProj on OpenGL ES.
Lasse Öörni
2012-07-07 11:22:37 +0000
d101841daaFixed shadow fade parameter.
Lasse Öörni
2012-07-07 10:58:53 +0000
bb821f2a3cReverted the split fade optimization.
Lasse Öörni
2012-07-07 10:58:13 +0000
d4b0f662e2Further OpenGL ES shadow optimization.
Lasse Öörni
2012-07-07 10:36:33 +0000
89bc2e3a39Moved GetShadowFade() into GetDirShadow() in the HLSL shaders.
Lasse Öörni
2012-07-07 10:14:08 +0000
1410d331a1Use 2 shadow samples maximum on Android & iOS.
Lasse Öörni
2012-07-06 21:55:25 +0000
f61e8d7428Do not attempt to use a buttonless joystick (Android / iOS accelerometer) for control in NinjaSnowWar. Fixed crash in JoystickState when querying nonexistent buttons.
Lasse Öörni
2012-07-06 20:39:04 +0000
d99f3773f8Fixed GLSL preprocessor directive.
Lasse Öörni
2012-07-06 20:02:03 +0000
ae9309087cDelete HLSL directory when copying Android assets.
Lasse Öörni
2012-07-06 19:45:57 +0000
e8d549ef7eShader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering. Reduced max. vertex light count to 4 to prevent excessive shader permutations.
Lasse Öörni
2012-07-06 18:35:13 +0000
320826998dRemoved unused variable.
Lasse Öörni
2012-07-05 18:31:55 +0000
3483a3bc8aRemoved ineffective scissor test setting.
Lasse Öörni
2012-07-05 18:29:42 +0000
e2790f81b0To save GPU memory with many morphed instances of an AnimatedModel, copy only the morphable attributes into the morph vertex buffer, and read other (static) attributes from the original vertex buffer. Fixed OpenGL vertex attributes getting erroneously disabled when one vertex buffer assignment changes and another remains.
Lasse Öörni
2012-07-05 14:34:51 +0000
38fd976aa9Fixed potential infinite loop when setting morphs. Added script API function to query morph names. Unified AssetImporter & OgreImporter command line options regarding animations.
Lasse Öörni
2012-07-05 10:57:51 +0000
ec08de81adAdded material diffuse color & UV tiling to Tundra importer.
Lasse Öörni
2012-07-04 22:41:04 +0000
5ede251b62Use full asset paths (with / sanitated to _) in Tundra scene import, as there may be assets with same name but with different content in different subdirectories.
Lasse Öörni
2012-07-04 20:59:45 +0000
3833c24ab3Fixed smoothing of the cone model. Added menu in the editor for instantiating the primitive shapes.
Lasse Öörni
2012-07-04 17:03:27 +0000
7763e76516Scaled the cube model to 1x1x1 size. Added more primitive shape models.
Lasse Öörni
2012-07-04 14:00:45 +0000
85e2ab1589Added joystick control to NinjaSnowWar.
Lasse Öörni
2012-07-04 08:05:35 +0000
3f2e63b952Removed the model build step from CMakeLists.txt. Instead added binary models directly to the repository.
Lasse Öörni
2012-07-03 16:22:36 +0000
109f76600aCleaned up image decompression code.
Lasse Öörni
2012-07-03 11:48:28 +0000
dee2e099deAdded ETC1 & PVRTC decompression from the Oolong Engine. Used when not supported in hardware.
Lasse Öörni
2012-07-03 11:34:07 +0000
c9bdf9eb35Added function to redetect joysticks.
Lasse Öörni
2012-07-02 10:26:01 +0000
e645875fd6Moved maximum cascade check to Renderer.
Lasse Öörni
2012-07-01 19:20:47 +0000
a77a685f4cFixed warnings reported by Xcode.
Lasse Öörni
2012-07-01 18:25:30 +0000
f232abde54Register userdata cleanup callback.
Lasse Öörni
2012-07-01 17:43:15 +0000
65010d3169Compile AngelScript without thread support on iOS, as there will be only one Urho3D context running simultaneously.
Lasse Öörni
2012-07-01 17:05:30 +0000
96bdad35a0Updated to AngelScript 2.24.0a. Do not sort batches front-to-back on mobile devices. Disable shadow map reuse in NinjaSnowWar on mobile devices.
Lasse Öörni
2012-07-01 15:35:06 +0000
06505eac99Fixed documentation.
Lasse Öörni
2012-06-29 07:12:37 +0000
d4e5789168Added missing #pragma once.
Lasse Öörni
2012-06-28 21:12:01 +0000
6eb2985ed8Added comment.
Lasse Öörni
2012-06-28 20:42:52 +0000
e994485472Added a macro for the different main() implementations.
Lasse Öörni
2012-06-28 20:31:25 +0000
762da4aec0Updated the quickstart documentation.
Lasse Öörni
2012-06-28 19:44:16 +0000
56fb35f059More Doxygen comment fixes.
Lasse Öörni
2012-06-28 19:27:25 +0000
9b21488f02Fixed Doxygen comments.
Lasse Öörni
2012-06-28 19:26:26 +0000
18e8cb6334Removed need for anisotropic filter OpenGL extension. Removed redundant hires shadow map support flag.
Lasse Öörni
2012-06-28 19:17:59 +0000
c96f9e72dcCleaned up joystick code. Automatically open the joystick when accessed. Added String::EMPTY. Removed duplicate empty strings from different libraries.
Lasse Öörni
2012-06-28 17:52:27 +0000
7d39dd0c58Joystick events and joystick button pressed state.
Lasse Öörni
2012-06-28 07:49:23 +0000
4a463176abAdded joystick support. Cleaned up reading touch input.
Lasse Öörni
2012-06-27 23:03:25 +0000
088b451238Reduce size of too large unused scratch buffers.
Lasse Öörni
2012-06-27 18:55:34 +0000
69e14c4fe2Re-reserve the DebugRenderer vectors while they are empty to avoid unnecessary copying.
Lasse Öörni
2012-06-27 07:28:34 +0000
51c4336f2fMoved HashMap & Vector allocations to .cpp files so that they can be more easily tracked. Use C strings for attribute names, as they are const. Allocate Direct3D9 ShaderVariation's only when actually needed. Compact DebugRenderer buffers when amount of debug geometry is reduced. Added debug prints to scratch buffer reserving.
Lasse Öörni
2012-06-26 19:50:16 +0000
442f3d832cFixed memory leak in Image.
Lasse Öörni
2012-06-26 17:38:58 +0000
613e3e94f9Allocate nested script execution contexts on demand.
Lasse Öörni
2012-06-25 18:01:11 +0000
f5bfe558cbSlight AngelScript use cleanup.
Lasse Öörni
2012-06-25 17:54:39 +0000
8a0581af7eDo not create ShaderCompiler worker threads when only compiling a single shader variation.
Lasse Öörni
2012-06-25 08:43:17 +0000
d37bbe8788Removed erroneous comment.
Lasse Öörni
2012-06-25 07:24:49 +0000
5e986ed86dCleaner way of handling GPU object restore on maximize.
Lasse Öörni
2012-06-25 07:20:06 +0000
bcf44dd158Log message when device lost.
Lasse Öörni
2012-06-24 23:32:19 +0000
bdc150a645More "success" returns.
Lasse Öörni
2012-06-24 23:24:34 +0000
6768a1ec51For consistency with OpenGL mode, return "success" when setting vertex/index buffer data when device is lost.
Lasse Öörni
2012-06-24 23:20:16 +0000
1603349120Check for device/context loss instead of window minimization for when not to render. Apply pending GPU resource updates on iOS after app has been restored.
Lasse Öörni
2012-06-24 22:44:01 +0000
d1530432fdReturn "success" if attempting to load texture while device is lost. This is so that the texture is not deleted from the resource system due to initial failure.
Lasse Öörni
2012-06-24 22:34:32 +0000
3cc1681733Fixed incorrect logic.
Lasse Öörni
2012-06-24 21:37:12 +0000
4bf0bd7f3fUpdate buffering for Direct3D9 GPU objects.
Lasse Öörni
2012-06-24 21:06:24 +0000
7a68764baeRecompile HLSL shaders if the description XML is newer than shader binaries or source code.
Lasse Öörni
2012-06-24 19:39:51 +0000
517030a2beStarted work on buffering GPU resource updates while device lost.
Lasse Öörni
2012-06-24 18:35:45 +0000
ea2a7c4c42Fixed shader variation names on OpenGL.
Lasse Öörni
2012-06-24 00:27:43 +0000
5507b006beShader 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.
Lasse Öörni
2012-06-24 00:11:43 +0000
fcbd3b493dMoved the data lost flag to GPUObject. Do not poll for window minimization, instead process as an immediate event.
Lasse Öörni
2012-06-20 22:05:28 +0000
2de9b0a6bdSend event when window minimized status changes.
Lasse Öörni
2012-06-20 16:27:22 +0000
2b5e656d79Documentation update.
Lasse Öörni
2012-06-19 20:30:11 +0000
5404482ce7Fixed PVRTC support.
Lasse Öörni
2012-06-19 20:24:57 +0000
729df6e65bStarted work on PVRTC texture format support.
Lasse Öörni
2012-06-17 18:38:23 +0000
dd708d6e69Fixed iOS build.
Lasse Öörni
2012-06-17 11:38:28 +0000
d7d599be7bAdded loading of ETC1 compressed textures on mobile devices. These need to be stored inside .ktx files. Removed unneeded texture.
Lasse Öörni
2012-06-16 23:59:54 +0000
178b6e351eAdded documentation on the application activation state and mobile devices.
Lasse Öörni
2012-06-16 11:02:27 +0000
ba7049bb30Use empty default name for cloned material in the script API.
Lasse Öörni
2012-06-14 21:16:26 +0000
4f5b35aa52Applied SDL patch for memory leak when setting window title on Android.
Lasse Öörni
2012-06-12 19:28:23 +0000
eca32fa03aApplied case-sensitivity fix.
Lasse Öörni
2012-06-12 09:08:41 +0000
a2ee32c88fImproved front-to-back batch sorting: consider both state & distance.
Lasse Öörni
2012-06-12 06:01:24 +0000
65d8671c88Use rsync instead of ditto to be able to exclude .svn directories when copying resources. Do not automatically pump events when swapping GL buffers on iOS.
Lasse Öörni
2012-06-11 21:35:04 +0000
0234bbfc6aUse 24-bit depth buffer on Android if available.
Lasse Öörni
2012-06-11 19:45:26 +0000
9c9c2bf15fUse ditto instead of pbxcp.
Lasse Öörni
2012-06-11 18:58:21 +0000
5798911830Default to pauseMinimized mode & lower default maximum FPS on mobile devices.
Lasse Öörni
2012-06-11 07:01:26 +0000
f0263df91dUse a traditional color clear on OpenGL ES for better performance.
Lasse Öörni
2012-06-10 22:50:03 +0000
2c0899b994Fixed variable initialization order.
Lasse Öörni
2012-06-10 20:43:15 +0000
ddc93f6fd2Use orientation hint only on iOS. Do not reserve a stencil buffer on OpenGL ES.
Lasse Öörni
2012-06-10 20:11:04 +0000