Commit graph

24 commits

Author SHA1 Message Date
samcake
3ca1cdd645 Merging with master 2016-08-01 12:42:33 -07:00
samcake
afb1ebf42e Revolutionizing ao 2016-07-26 23:19:41 -07:00
Bradley Austin Davis
bb6abf11d3 FramebufferCache, cleanup & thread safety 2016-07-26 15:32:31 -07:00
samcake
cde17ecaab Clenaing the rendering and the framebuffer allocations 2016-07-12 14:34:54 -07:00
samcake
ba7590712a BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore 2016-07-11 18:33:57 -07:00
samcake
28886f6ec3 Many improvments 2016-06-10 17:18:12 -07:00
samcake
0ea1e7c6b5 Adding acleaner way to do all the deferred frame transform manipulation 2016-06-03 19:29:48 -07:00
samcake
c5c51f2af2 Make sure the resolution level for ao is correct 2016-01-19 18:57:03 -08:00
samcake
6f93fb3114 Can now process the AO at lower resolution in orer to gsave performances 2016-01-19 12:12:51 -08:00
samcake
df496b065c Merging with master 2016-01-18 16:40:34 -08:00
Zach Pomerantz
b9b407fea0 Remove static shadowMap 2016-01-14 12:49:43 -08:00
samcake
52f3c7e2cb Introducing the sl files and the blurring stages 2016-01-02 11:27:50 -04:00
samcake
dbc4506cee Working on AO 2015-12-23 17:27:20 -08:00
samcake
84d1e3b123 Merged with upstream master 2015-12-14 18:30:24 -08:00
samcake
d593b824e9 Introducing a true Primary Framebuffer and a different Deferred Framebuffer 2015-12-03 17:26:54 -08:00
samcake
72d393905b Introducing the Lighting Buffer where all the lighting is beeing accumulated, apply a manual gamma correction when copying back into the main color buffer 2015-12-03 16:03:32 -08:00
samcake
bad5ea7d53 grouping the depth and stencil buffer into a single buffer 2015-10-08 16:47:33 -07:00
samcake
75e858cd13 Putting together the stencil buffer for opaque vs background and using it for the backgroud render items 2015-09-30 15:54:03 -07:00
samcake
dc3c9b48ea MOving forward on the background beeing drawn last 2015-09-29 18:28:20 -07:00
Sam Gateau
cb375e8ece 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 2015-07-24 02:15:50 -07:00
Sam Gateau
a561874ce3 Render the rear view mirror in a separate target and then display it during overlay pass 2015-07-23 14:56:14 -07:00
Sam Gateau
f70553ec95 Fixing merge 2015-07-22 11:31:46 -07:00
Bradley Austin Davis
9596452c32 Trying to fix oculus rendering 2015-07-22 08:07:44 -04:00
Brad Davis
c3a2b72c13 Breaking framebuffer ops out of texture cache 2015-07-20 17:26:26 -07:00