e47d9ab6e7More attribute fixes. Fixed different size of "Pick" and "Open" buttons in the editor.
Lasse Öörni
2011-12-20 23:37:20 +0000
75beda5f3aRemoved the "unculled drawable" mechanism. Instead added occludee-flag to Drawable. Added missing attributes to ParticleEmitter.
Lasse Öörni
2011-12-20 23:25:22 +0000
3e2f8e72c8Comment cleanup.
Lasse Öörni
2011-12-20 23:01:05 +0000
2b553167b9Fixed OpenGL rendering.
Lasse Öörni
2011-12-20 22:51:39 +0000
75096fe6f9Refactored screen-size rendertarget allocation in preparation for postprocessing. Removed the "size 0,0 follows window size" mechanism from Texture2D.
Lasse Öörni
2011-12-20 22:24:09 +0000
cc97e7650eOn Direct3D9, return the INTZ format from GetDepthStencilFormat() if supported.
Lasse Öörni
2011-12-20 08:38:05 +0000
d449b946bdAdditions to the PostProcess API. Exposed PostProcess to script. Code cleanup.
Lasse Öörni
2011-12-19 23:44:28 +0000
9ce5d0b836Added initial PostProcess class. Not yet used and does not render anything yet.
Lasse Öörni
2011-12-19 21:57:56 +0000
194e0f567cFixed shader parameter overwrite with non-shadowed spot lights. Do not draw the light stencil volume in forward rendering if no batches need it.
Lasse Öörni
2011-12-19 07:57:21 +0000
80345e3e30Shader parameter code cleanup. Slight optimization to defining polyhedrons from a bounding box or a frustum.
Lasse Öörni
2011-12-18 23:28:18 +0000
7b293186cfFixed point light shader parameter overwrite. To simplify code, assume that HLSL parameter overlap always occurs.
Lasse Öörni
2011-12-18 22:09:29 +0000
c77dc68bc8Doxygen formatting fix.
Lasse Öörni
2011-12-18 18:02:43 +0000
a341b9ea4fCleaned up Menu code. Added Node::Clone().
Lasse Öörni
2011-12-18 17:45:11 +0000
f58e2595bfRewrite node & component IDs when instantiating content from file. Added choice to instantiate content as either replicated or local. Fixed popup menu & editor hierarchy window update bugs.
Lasse Öörni
2011-12-18 13:44:03 +0000
7f2f278c58Added Scene::Instantiate() & Scene::InstantiateXML(), which load a partial scene from binary or XML. Added editor functions Load node & Save node, which use the above functionality. Fixed threading crash with multiple shadowed directional lights.
Lasse Öörni
2011-12-18 00:57:50 +0000
1e1496e7d4Refactored setting variants from strings. 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.
Lasse Öörni
2011-12-17 18:37:23 +0000
de2d2f58c9Removed explicit HLSL register allocations to allow for defining more custom shader parameters.
Lasse Öörni
2011-12-16 08:32:56 +0000
a3c6e580c3Added Graphics::GetFloatFormat().
Lasse Öörni
2011-12-15 21:06:00 +0000
a4aed67509Optimized deferred shadowed directional light shader in both HLSL & GLSL.
Lasse Öörni
2011-12-14 22:51:03 +0000
c057b66c38Fixed parameters of Matrix3x4 & Matrix4 Decompose() when exposed to script.
Lasse Öörni
2011-12-14 10:00:30 +0000
2d5cfd889eRestored earlier use of forward lighting shader interpolators to fix rendering bugs on Intel 3150.
Lasse Öörni
2011-12-14 08:29:19 +0000
b3aa4c6c37Removed unneeded shader code.
Lasse Öörni
2011-12-13 22:26:52 +0000
35c21f06d7Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably.
Lasse Öörni
2011-12-13 22:22:46 +0000
a207ec96c1Updated script API documentation.
Lasse Öörni
2011-12-13 21:32:15 +0000
97d66e82b4Exposed Matrix classes to script.
Lasse Öörni
2011-12-13 21:30:59 +0000
8fcba14bfbDisable light buffer optimization if opaque objects with zero lightmask exist.
Lasse Öörni
2011-12-13 11:49:58 +0000
bea4a7d9f6Use replace blend mode for the first light volume, and skip light buffer clear if applicable.
Lasse Öörni
2011-12-13 11:22:31 +0000
9abf84de11Cleaned up SceneResolver related code. Moved post-load ApplyAttributes() to Node.
Lasse Öörni
2011-12-13 09:23:28 +0000
ff3f24017dFor slight optimization, use a stenciled fullscreen quad to clear the rendertarget in light pre-pass mode.
Lasse Öörni
2011-12-13 08:09:45 +0000
b6b8279174Added a mechanism for resolving possibly changed component & node ID attributes after scene load. Fixed incorrect world transforms for parented nodes in networking.
Lasse Öörni
2011-12-12 23:35:12 +0000
9e4a9362cbNode::SetParent() retains the world transform. Added GetDerivedComponent() to Node. Added SetWorldPosition() and related functions to Node. Added unparent command (Ctrl+U) to the editor.
Lasse Öörni
2011-12-12 22:12:05 +0000
bb8d706428Corrected the data type of the FogParams uniform. Removed unused GLSL code.
Lasse Öörni
2011-12-12 07:47:55 +0000
95e9d73403Output unnormalized normals to the G-buffer as a slight optimization, as the light volume shader will normalize in any case.
Lasse Öörni
2011-12-11 23:55:11 +0000
86d9004c63Small optimization to GLSL material pass shader.
Lasse Öörni
2011-12-11 23:22:26 +0000
b9e62689f2Freed up pixel shader uniforms. Allow defining material specular color instead of just intensity.
Lasse Öörni
2011-12-11 23:16:49 +0000
534aed5ccfFixed offsetof for new GCC.
Lasse Öörni
2011-12-11 21:48:35 +0000
cbe84013adCode cleanup in Renderer::Update().
Lasse Öörni
2011-12-11 17:05:57 +0000
9478103cd0#ifdef vertex lighting shader code. Added missing dependency for GLSL shaders.
Lasse Öörni
2011-12-11 11:15:23 +0000
720a19dea3#ifdef the shadow HLSL/GLSL code to potentially speed up shader compilation.
Lasse Öörni
2011-12-11 10:49:52 +0000
d14b968e79Removed unused G-buffer shader code.
Lasse Öörni
2011-12-11 10:38:21 +0000
51cf76b99aRenamed SetLinkedDepthBuffer() -> SetLinkedDepthStencil().
Lasse Öörni
2011-12-10 16:36:59 +0000
d892a120e7Reverted the OpenGL viewport reset logic.
Lasse Öörni
2011-12-10 15:57:48 +0000
8c14956ebeDocumentation update.
Lasse Öörni
2011-12-10 15:35:45 +0000
dec13dac7aDraw render-to-texture views upside down on OpenGL so that they match the UV coordinates of regular textures. Fixed possible incorrect viewport after render target change on OpenGL. Fixed incorrect G-buffer vertical offset coordinates on OpenGL.
Lasse Öörni
2011-12-10 13:21:43 +0000
c334b471e0Exposed texture formats to script. Fixed directional lights in light pre-pass mode when using the same camera for multiple views with different aspect ratios.
Lasse Öörni
2011-12-09 23:57:10 +0000
f564e2bc83Documentation update.
Lasse Öörni
2011-12-09 21:19:39 +0000
5dd9673112Moved debug geometry rendering before possible framebuffer blit so that it will be properly depth tested in all cases.
Lasse Öörni
2011-12-09 20:06:10 +0000
b7c0187baeCode cleanup. Use edge filter only on the backbuffer.
Lasse Öörni
2011-12-09 07:58:34 +0000
f953254296Renamed "edgefilter" command line parameter to "fxaa" for less typing.
Lasse Öörni
2011-12-08 23:31:47 +0000
0f04185efbFixed edge filter for OpenGL.
Lasse Öörni
2011-12-08 23:23:58 +0000
b2fae0ccb4Added FXAA edge filter. Updated readme for upcoming release.
Lasse Öörni
2011-12-08 23:19:04 +0000
6b94f902c7Better check for whether vertex lights have been processed.
Lasse Öörni
2011-12-08 07:08:13 +0000
d53e808eceFixed double-lighting bug in light pre-pass mode.
Lasse Öörni
2011-12-08 06:59:00 +0000
d7884cbfa5Fixed missing masked pointlight rotation on OpenGL light pre-pass mode.
Lasse Öörni
2011-12-07 22:12:46 +0000
29cc6d87aaFixed variable name.
Lasse Öörni
2011-12-07 12:44:39 +0000
ff247d839aFixed incorrect viewport size compare.
Lasse Öörni
2011-12-07 07:29:43 +0000
784530e79aUse scissor test to avoid clearing outside the viewport on OpenGL.
Lasse Öörni
2011-12-06 22:45:48 +0000
e4ab3b3b1fFixed UI not being rendered correctly if multiple 3D viewports active.
Lasse Öörni
2011-12-06 22:24:38 +0000
b9ffb1fc2dDocumentation tweaks.
Lasse Öörni
2011-12-06 22:07:32 +0000
c4e569879dRestored the optional lit base pass optimization, but with the limitation of no ambient gradient. Removed unneeded GLSL shader permutations.
Lasse Öörni
2011-12-06 21:36:03 +0000
31b2a692d5Fixed multithreading documentation.
Lasse Öörni
2011-12-06 14:57:07 +0000
8f882f8225Rewrote 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. 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.
Lasse Öörni
2011-12-06 14:48:53 +0000
738a159c59Small documentation tweaks.
Lasse Öörni
2011-12-05 22:41:26 +0000
23f4ba9710Added more detailed documentation on light pre-pass rendering.
Lasse Öörni
2011-12-05 22:10:05 +0000
80da6c449fFixed light prepass orthographic mode.
Lasse Öörni
2011-12-05 20:48:03 +0000
19b7286fceOn OpenGL, do not automatically create the readable hardware depth stencil texture, as it is only usable in light pre-pass rendering.
Lasse Öörni
2011-12-05 20:31:33 +0000
d607c59137Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.)
Lasse Öörni
2011-12-05 16:13:11 +0000
0626f46fa8Fixed missing light pre-pass rendering on OS X by not binding the light buffer to the same texture unit as the shadow map. Unbind buffer textures after use.
Lasse Öörni
2011-12-05 00:09:43 +0000
9c40326a8cPack linear depth to RGBA manually to comply with FBO specification.
Lasse Öörni
2011-12-04 22:55:08 +0000
486867cb6cAdded back the "view texture" feature to prevent the final rendertarget being possibly sampled during light pre-pass rendering.
Lasse Öörni
2011-12-04 20:40:58 +0000
e5dca926cbFixed possible negative specular lighting in OpenGL mode.
Lasse Öörni
2011-12-04 17:20:24 +0000
c27ab40f7fCheck needed OpenGL extensions more carefully. Cleaned up unnecessary GLee code. Initial OpenGL light pre-pass rendering.
Lasse Öörni
2011-12-04 16:38:14 +0000
6927daf567Combined G-buffer shader interpolated variables.
Lasse Öörni
2011-12-03 22:00:28 +0000
8de93e90adRemoved unused shader code.
Lasse Öörni
2011-12-03 20:55:42 +0000
7008b59d96Fixed missing null initialization for vertex light queue.
Lasse Öörni
2011-12-03 19:33:18 +0000
1b71cc600eAdded missing file.
Lasse Öörni
2011-12-03 19:08:10 +0000
b9650b9a50Reverted CMakeLists.txt.
Lasse Öörni
2011-12-03 17:52:09 +0000
644c37a099Mark light masks to G-buffer stencil for light culling. Fixed OpenGL forward rendering. Documentation fixes.
Lasse Öörni
2011-12-03 17:51:18 +0000
4beeb72cd2Disregard normals in billboard vertex lighting. Removed light stencil masking toggle, as there is no corresponding mechanism in light pre-pass rendering, and toggling it off usually results in a large performance drop.
Lasse Öörni
2011-12-03 15:51:35 +0000
f9bfd4948fShader refactoring. Removed ambient + lit pass combining for less shader permutations, and to prime the Z-buffer with a lightweight pass in case there is a large amount of overdraw. Moved ambient light calculation to the ambient pass vertex shader. Added render mode toggle to the editor settings. Note: OpenGL rendering is currently broken.
Lasse Öörni
2011-12-03 14:06:35 +0000
cbbf1a74f9Fixed non-shadowed spotlights in light pre-pass rendering. Removed fallback pre-pass rendering due to objectionable visual quality.
Lasse Öörni
2011-12-02 23:49:41 +0000