Commit graph

38 commits

Author SHA1 Message Date
samcake
3c56bd2960 Adding support for disabling texturing from the material 2017-01-30 15:03:04 -08:00
Seth Alves
f47aeae2a7 stop passing bare pointers to EntityTreeRenderer all around 2016-10-27 10:10:22 -07:00
Andrew Meadows
db9a4d6b8f cleanup for code review 2016-05-10 07:49:11 -07:00
Andrew Meadows
bcf2cc8074 use references not pointers for ViewFrustums
also unravelling some spaghetti:
(1) split Octree stuff out of ViewFrustum
(2) moved ViewFrustum from octree to shared lib
(3) removed some cruft
2016-05-05 18:28:27 -07:00
Andrew Meadows
60a72c6660 getViewFrustum() provides const pointer 2016-05-05 18:28:27 -07:00
Zach Pomerantz
7804ee22d4 Consolidate stats for opaque/transparent/other 2016-02-23 12:14:00 -08:00
Zach Pomerantz
2da2bc60db Tie shadow frustum to boom offset 2016-01-26 12:26:16 -08:00
Zach Pomerantz
568ae2e7bc Move ShoudRenderFunctor to render::CullFunctor 2016-01-19 11:24:11 -08:00
Zach Pomerantz
2938829167 Add shadow items to stats 2016-01-13 17:49:37 -08:00
Zach Pomerantz
59a354ea8c Change payload interface to return ShapeKey, not MaterialKey 2016-01-05 17:20:08 -08:00
Zach Pomerantz
687eef37da Move final blit into RenderDeferredTask
- Also changes color buffer clearing, such that
anything run through Blit will now clear BUFFER_COLOR0  to 0,0,1,0.
- Blit will always be added to RenderDeferredTask, but
will only run if renderArgs._blitFramebuffer is set.
2015-12-23 18:21:08 -08:00
samcake
f9070ee989 Cleanup cruft in the shaders, glowIntensity and alphaThreshold not needed anymore 2015-12-22 12:41:31 -08:00
Atlante45
ce51350b65 Fix warnings on windows 64bit 2015-12-11 15:42:15 -08:00
Seth Alves
d535109caf attempt to fix render-collision hull feature 2015-11-10 09:49:31 -08:00
Brad Hefta-Gaub
dc9c774eb5 merge model part quads and triangles together to reduce the number of draw calls 2015-09-21 13:09:43 -07:00
Sam Gateau
7ac2030862 Preparing for first pr 2015-07-22 10:43:50 -07:00
Brad Davis
d68618e206 Removing GL headers from most files, and some naked GL from application.cpp 2015-07-18 00:46:09 -07:00
samcake
9df26c8488 removing naked glViewport from DeferredLightingEffect by adding the current viewport in renderArgs 2015-07-15 00:24:43 -07:00
Sam Gateau
5c547037f2 Migrating the overaly 3d rendering in their own job and their own shader 2015-06-17 15:54:20 +02:00
Clément Brisset
f19c0d8eec Some renaming for windows compiler 2015-06-05 13:23:58 +01:00
Atlante45
93b44e6846 Collect stats on translucent/opaque mesh parts 2015-06-04 18:46:47 +02:00
Atlante45
a4340b17e9 Remove deprecated render stats 2015-06-04 14:47:04 +02:00
Atlante45
9df1b05184 Introduce outsideEngineDetails 2015-06-03 18:08:43 +02:00
Atlante45
bbf1837796 Introduced RenderDetails/Stats don't pull details
- Regrouped everything stat in a struct
	- Details are set into the stats
2015-06-03 16:14:23 +02:00
Sam Gateau
3c7eb4de6d merging with upstream 2015-06-02 14:48:53 -07:00
Atlante45
9d4ded1fb3 Add shouldRender functor to render args 2015-06-02 16:09:05 +02:00
Sam Gateau
bd7c22e715 Trying to transfer the rnedering from displaySide to RenderDeferredTask 2015-06-01 17:31:00 -07:00
Ryan Huffman
7be646d62e Make gpu::context the first RenderArgs ctor parameter 2015-05-22 16:02:10 -07:00
Ryan Huffman
4a4c9c75fc Add gpu::context to RenderArgs and start using RenderArgs in place of the flags 2015-05-22 09:50:51 -07:00
Atlante45
7185589407 Add optional Batch to RenderArgs 2015-05-16 04:42:15 +02:00
Atlante45
6fdb594dfd Forgot member initialisation 2015-05-05 16:40:16 +02:00
Atlante45
12fcb35717 Made RenderArgs a default ctor 2015-05-04 17:22:46 +02:00
Seth Alves
e007617112 hook up menu-items to control debug rendering of collision hulls and owned simulations 2015-04-27 09:56:24 -07:00
Sam Gateau
00817ab64f MErging with origin/orange, brinign the fix for shadows 2015-04-05 18:36:39 -07:00
Seth Alves
bfab522ee7 debuging render mode 2015-04-01 17:52:30 -07:00
Sam Gateau
9b63739a72 Trying to clen up the REnderMode usage in connection with the needed gpu::State for all the different variations 2015-03-31 17:35:34 -07:00
Sam Gateau
642f436fba first draft of factorizing the rendering traversal for both sides in stereo 2014-11-14 09:56:36 -08:00
ZappoMan
3e9bc23c2f moving RenderArgs into shared so it can be used by overlays, first cut at ray picking against submeshes 2014-10-29 10:19:04 -07:00