Sam Gateau
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cb1bf57bd1
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Address pr review comments
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2019-06-24 16:54:06 -07:00 |
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Sam Gateau
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a278e6c52c
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REmoving unecessary job introduced dureing development
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2019-06-21 17:24:21 -07:00 |
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SamGondelman
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7db498a130
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fix shadows when tablet is open and misc threading issues
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2019-03-22 16:20:54 -07:00 |
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sam gateau
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237fb4dc4c
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Shadows are completely working with settings on both pipeline
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2018-12-17 17:34:47 -08:00 |
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Sam Gateau
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e07bc208f3
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introducing the Shadow Stage
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2018-12-14 00:58:07 -08:00 |
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Sam Gateau
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b09d0b10e9
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cleaning light clusters
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2018-12-09 22:54:49 -08:00 |
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Sam Gateau
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50fcd7f40a
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trying...
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2018-12-06 22:45:44 -08:00 |
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sam gateau
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e941833676
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gathering the lighting stage jobs in their own task away from the renderer specificities
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2018-12-06 17:27:13 -08:00 |
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sam gateau
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f348cc35c4
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separting debug in its own task
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2018-11-26 15:20:45 -08:00 |
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Sam Gateau
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b7b8e8e6bf
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Trying to group together the debug jobs in a separate task
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2018-11-26 00:38:04 -08:00 |
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SamGondelman
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c10bb7d525
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pointers
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2018-10-08 18:05:09 -07:00 |
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SamGondelman
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de90ce5f2b
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move stage frames to varyings
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2018-10-01 11:26:02 -07:00 |
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Olivier Prat
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f2a01021f3
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Improvement of debug shadow script
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2018-08-03 18:01:22 +02:00 |
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Olivier Prat
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d1d6782381
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Repaired Luci shadow cascade and depth visualisation
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2018-08-01 17:02:52 +02:00 |
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Olivier Prat
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703fc20856
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Separate scale between 3D rendering and HUD
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2018-07-11 12:17:36 +02:00 |
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SamGondelman
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97ee02811c
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disable shadows in secondary camera
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2018-06-26 12:27:59 -07:00 |
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Olivier Prat
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bed7752a1a
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Fixed bug with highlighting and TAA
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2018-05-15 12:27:04 +02:00 |
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Olivier Prat
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c6d598cc88
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Jitter is now set through a batch command
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2018-04-20 10:52:50 +02:00 |
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Olivier Prat
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c92a9975ba
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Merged with master
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2018-01-24 09:53:38 +01:00 |
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Olivier Prat
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54eab1c878
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First working local lights on transparent objects
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2018-01-15 17:49:55 +01:00 |
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Brad Davis
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105dffebaf
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Fixing UI
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2018-01-09 18:36:42 -08:00 |
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Nissim Hadar
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409eade006
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Merge branch 'master' into hazeOnTransparent
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2017-12-14 11:41:53 -08:00 |
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Olivier Prat
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f8c241c429
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Merged disappearing shadow bug fix from pcf branch
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2017-11-16 12:19:19 +01:00 |
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Olivier Prat
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f47a3e7d2c
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Moved draw frustum job to render DrawTask and made generic. A couple of fixes as requested by @samcake
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2017-11-15 09:42:57 +01:00 |
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Olivier Prat
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7515c341ad
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Merged with PCF fix with dithered filtering
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2017-11-13 14:47:35 +01:00 |
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Olivier Prat
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dd6b7b04c2
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Merged with master
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2017-11-13 14:33:59 +01:00 |
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Olivier Prat
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fa58cf2e60
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Merged with master
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2017-11-13 14:07:48 +01:00 |
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Olivier Prat
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103e036b70
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Shadow maps rendered in cascades
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2017-11-10 18:30:37 +01:00 |
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Nissim Hadar
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3c5fd73ca8
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Removed unused argument.
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2017-11-08 14:56:21 -08:00 |
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Nissim Hadar
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3d2c8186e7
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Added Haze model as input to transparency shader.
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2017-11-08 08:01:19 -08:00 |
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Olivier Prat
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ae8a9e68c8
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Added debug tool to view shadow & view frustums
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2017-10-25 11:58:16 +02:00 |
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Olivier Prat
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e42699c0ea
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Added multiple selections but still only first linked to outline
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2017-10-16 10:57:06 +02:00 |
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SamGondelman
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b59ec07171
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move hud rendering to render thread, still need to separate out hud overlays
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2017-09-29 09:49:08 -07:00 |
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SamGondelman
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e4c954e862
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merge from master
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2017-08-10 16:30:33 -07:00 |
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SamGondelman
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353a3e8c68
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properly fix AA stenciling
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2017-08-10 16:07:40 -07:00 |
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Olivier Prat
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3f8daa21ec
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Created FadeEffect singleton to be able to get fade item & batch setters for every special entity render
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2017-07-17 14:26:41 +02:00 |
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Olivier Prat
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ace301945c
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Added scale and duration debug parameters in debugFade.qml
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2017-06-13 15:31:04 +02:00 |
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Olivier Prat
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24d45e0f5b
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Updated from upstream master because of change of protocol
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2017-06-13 10:43:25 +02:00 |
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Olivier Prat
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8af2f75996
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Added FadeManager to centralize some common fade effect data and functions
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2017-06-06 16:11:12 +02:00 |
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Olivier Prat
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e7eca7728f
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Debug fade management moved out of the inner render loop
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2017-06-06 14:57:52 +02:00 |
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Olivier Prat
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08fcd6c357
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Added new shaders
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2017-06-05 16:32:36 +02:00 |
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samcake
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82d348a2ef
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Stencil rejection is working, and more cleaning
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2017-05-31 16:46:20 -07:00 |
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Sam Cake
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32c5dac66a
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Big cleanup of unecessary shaders and legacy from deferred lighting, and messing around with the stencil
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2017-05-31 00:55:28 -07:00 |
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samcake
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8559ed6260
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Starting to add the stencil mask for hmd
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2017-05-30 16:37:10 -07:00 |
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Olivier Prat
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111f0762ea
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Added debug scripts and fade position is now stable
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2017-04-30 14:42:27 +02:00 |
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Olivier Prat
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8071c04e98
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Added fade effect prototype version
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2017-04-27 10:31:06 +02:00 |
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samcake
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63fe579022
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
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Sam Cake
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a458828590
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MOving forward with the TaskConcept and TaskModel, all working
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2017-04-10 02:30:13 -07:00 |
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Sam Cake
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b65448bcbe
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Trying to improve the Job/Task classes and testing it with the ZoneRenderer
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2017-04-09 11:08:35 -07:00 |
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Zach Pomerantz
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0e9da87549
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FetchSortCull->FetchCullSort
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2016-12-29 19:27:37 -05:00 |
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