samcake
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3ca1cdd645
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Merging with master
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2016-08-01 12:42:33 -07:00 |
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samcake
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afb1ebf42e
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Revolutionizing ao
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2016-07-26 23:19:41 -07:00 |
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Bradley Austin Davis
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bb6abf11d3
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FramebufferCache, cleanup & thread safety
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2016-07-26 15:32:31 -07:00 |
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samcake
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cde17ecaab
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Clenaing the rendering and the framebuffer allocations
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2016-07-12 14:34:54 -07:00 |
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samcake
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ba7590712a
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BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
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2016-07-11 18:33:57 -07:00 |
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samcake
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28886f6ec3
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Many improvments
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2016-06-10 17:18:12 -07:00 |
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samcake
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0ea1e7c6b5
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Adding acleaner way to do all the deferred frame transform manipulation
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2016-06-03 19:29:48 -07:00 |
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samcake
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c5c51f2af2
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Make sure the resolution level for ao is correct
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2016-01-19 18:57:03 -08:00 |
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samcake
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6f93fb3114
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Can now process the AO at lower resolution in orer to gsave performances
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2016-01-19 12:12:51 -08:00 |
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samcake
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df496b065c
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Merging with master
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2016-01-18 16:40:34 -08:00 |
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Zach Pomerantz
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b9b407fea0
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Remove static shadowMap
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2016-01-14 12:49:43 -08:00 |
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samcake
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52f3c7e2cb
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Introducing the sl files and the blurring stages
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2016-01-02 11:27:50 -04:00 |
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samcake
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dbc4506cee
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Working on AO
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2015-12-23 17:27:20 -08:00 |
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samcake
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84d1e3b123
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Merged with upstream master
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2015-12-14 18:30:24 -08:00 |
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samcake
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d593b824e9
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Introducing a true Primary Framebuffer and a different Deferred Framebuffer
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2015-12-03 17:26:54 -08:00 |
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samcake
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72d393905b
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Introducing the Lighting Buffer where all the lighting is beeing accumulated, apply a manual gamma correction when copying back into the main color buffer
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2015-12-03 16:03:32 -08:00 |
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samcake
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bad5ea7d53
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grouping the depth and stencil buffer into a single buffer
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2015-10-08 16:47:33 -07:00 |
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samcake
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75e858cd13
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Putting together the stencil buffer for opaque vs background and using it for the backgroud render items
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2015-09-30 15:54:03 -07:00 |
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samcake
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dc3c9b48ea
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MOving forward on the background beeing drawn last
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2015-09-29 18:28:20 -07:00 |
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Sam Gateau
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cb375e8ece
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FIund a nasty bug with the scissor which was the reason for many issues, tried to integrate the framebuffer setup and clear as part of the enginepipeline so calling display side is simpler
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2015-07-24 02:15:50 -07:00 |
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Sam Gateau
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a561874ce3
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Render the rear view mirror in a separate target and then display it during overlay pass
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2015-07-23 14:56:14 -07:00 |
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Sam Gateau
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f70553ec95
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Fixing merge
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2015-07-22 11:31:46 -07:00 |
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Bradley Austin Davis
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9596452c32
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Trying to fix oculus rendering
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2015-07-22 08:07:44 -04:00 |
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Brad Davis
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c3a2b72c13
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Breaking framebuffer ops out of texture cache
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2015-07-20 17:26:26 -07:00 |
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