Commits

Author Commit Message Labels Comments Date
dark_sylinc
Added HdrUtils for controlling HDR postprocessing easily using known scales and more intuitive controls.
Branches
v2-1
dark_sylinc
Added 4 ambient lighting modes: Auto, Fixed (old school), Hemisphere & None. Defaults to Auto. Now HDR is more stable with ambient lighting. Removed RenderSystem::setAmbientLight. It was dead code. HDR: Adjusted luminicense adaptation to 75% per second (was 95%) HDR: Bloom was not fading right.
Branches
v2-1
dark_sylinc
Added HDR sample. (WIP) Implemented discard-only clears. Not tested on D3D11.1 / Windows Phone. Need to discuss with vendors whether discard will compress a Z Buffer, some assure it won't (and thus clears are better in those cases). Also discard in tiled renderers (don't flush to main RAM) has a different meaning than for Desktops (basically just SLI/Crossfire hints) PF_A2B10G10R10 was not working neither in D3D11 nor GL…
Branches
v2-1
dark_sylinc
Validate compositor connections and raise exceptions when an invalid channel # is specified, instead of crashing or corrupting memory.
Branches
v2-0
dark_sylinc
Validate compositor connections and raise exceptions when an invalid channel # is specified, instead of crashing or corrupting memory.
Branches
v2-1
David Rogers
Fix test building on OS X
Branches
v2-0
David Rogers
Fix iOS build
Branches
v2-0
David Rogers
Fix OS X build
Branches
v2-0
codeRabbit
Use derived position / direction for light uniforms
dark_sylinc
Bugfix: StagingBuffers were incorrectly restoring its records regarding free blocks. This was causing severe out of memory conditions.
Branches
v2-1
dark_sylinc
The presence of visitRenderables in MovableObject is strictly forbidden. It was also dead code. Removed.
Branches
v2-1
dark_sylinc
Fixed CompositorPassDepthCopy. It wasn't working. [D3D11]Bugfix: D3D11DepthBuffer::copyTo wasn't working. Bugfix: Setting a depth texture view to a depth buffer pool other than 1 would fail. Tutorial_ReconstructPosFromDepth now shows how to use depth_copy to avoid depth buffer decompression (performance optimization). Tutorial_ReconstructPosFromDepth's description was outdated.
Branches
v2-1
dark_sylinc
Changed 'depthBuffer' to 'depthTexture' to remain consistent with the terms we use in Ogre.
Branches
v2-1
dark_sylinc
Added Tutorial_ReconstructPosFromDepth sample. Bugfix: use_quads camera_direction was being normalized in the wrong way. Bugfix: depth textures should only return they're compatible to an RTT if the resolutions are an exact match; fixes a lot of headaches otherwise the behavior is not what the user will intuitively expect.
Branches
v2-1
dark_sylinc
Added quad_normals camera_far_corners_world_space_centered Updated the manual with this feature addition.
Branches
v2-1
dark_sylinc
Merged in transporter/ogre/v2-1 (pull request #543) Fix: Force ANSI version of winapi function to allow Unicode applications
Branches
v2-1
transporter
Fix: Force ANSI version of winapi functions to allow Unicode applications
Branches
v2-1
dark_sylinc
Compositor now supports creating 3D, cubemap and 2D arrays in their script declarations. Compositor now allows creating UAV textures. Updated the manual with the revelant changes.
Branches
v2-1-uav
dark_sylinc
[D3D11] Added support for UAV Only rendering. Not tested.
Branches
v2-1-uav
dark_sylinc
[GL3+]Disable target independent rasterization once we're done with it to let the driver warn us of wrong behavior during regular rendering.
Branches
v2-1-uav
dark_sylinc
Added PF_NULL for UAV-only rendering. D3D11 support not working yet.
Branches
v2-1-uav
dark_sylinc
Small cosmetic changes to comply with Ogre coding guidelines.
Branches
v2-1
dark_sylinc
Creating a PASS_DEPTHCOPY pass in compositor would return null pointers and crash.
Branches
v2-1
dark_sylinc
Updated Porting Manual with porting tips from 1.x to 2.0 and from 2.0 to 2.1 in Chapter 3
Branches
v2-1
codeRabbit
HLMS add light roughness offset
Comments 2
dark_sylinc
[GL3+] Syntax parsing of GLSL now properly works for imageXD variables (UAVs) Bugfix: ResourceTransitions would assert and not work properly due to silly bugs.
Branches
v2-1-uav
dark_sylinc
Implemented (WIP) the Clear Resource transition. UAV dependencies can be set for all passes in the scripts.
Branches
v2-1-uav
dark_sylinc
Implemented ResourceTransitions in OpenGL (as Memory Barriers). Added RSC_EXPLICIT_API so the Compositor can bake the ResourceTransitions/Barriers more efficiently for D3D12/Vulkan/Mantle and for OpenGL (D3D11 is just a stub as it is not needed)
Branches
v2-1-uav
dark_sylinc
Fixed bad merge
Branches
v2-1-uav
dark_sylinc
Merge with v2-1
Branches
v2-1-uav
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