Urho3D/bin/CoreData/RenderPaths
2017-08-20 21:43:45 +03:00
..
Deferred.xml Initialize depth in Deferred & Prepass renderpaths to allow sampling the depth buffer even if no opaque geometry has been rendered. Documentation edits. 2016-10-31 19:06:13 +02:00
DeferredHWDepth.xml Cleanup unused code from Renderer. Add "persistent" flag to readable depth buffers in the HWDepth deferred renderpaths. This is required to fix a D3D11 bug leading to garbled display with multiple rendertexture views that use readable depth. Closes #2082. 2017-08-20 21:43:45 +03:00
Forward.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
ForwardDepth.xml Refactored soft particle handling to not use unique renderpath files. Closes #1670. 2016-10-31 18:25:54 +02:00
ForwardHWDepth.xml Refactored soft particle handling to not use unique renderpath files. Closes #1670. 2016-10-31 18:25:54 +02:00
PBRDeferred.xml Refactored soft particle handling to not use unique renderpath files. Closes #1670. 2016-10-31 18:25:54 +02:00
PBRDeferredHWDepth.xml Cleanup unused code from Renderer. Add "persistent" flag to readable depth buffers in the HWDepth deferred renderpaths. This is required to fix a D3D11 bug leading to garbled display with multiple rendertexture views that use readable depth. Closes #2082. 2017-08-20 21:43:45 +03:00
Prepass.xml Initialize depth in Deferred & Prepass renderpaths to allow sampling the depth buffer even if no opaque geometry has been rendered. Documentation edits. 2016-10-31 19:06:13 +02:00
PrepassHDR.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
PrepassHWDepth.xml Cleanup unused code from Renderer. Add "persistent" flag to readable depth buffers in the HWDepth deferred renderpaths. This is required to fix a D3D11 bug leading to garbled display with multiple rendertexture views that use readable depth. Closes #2082. 2017-08-20 21:43:45 +03:00