Commit graph

7 commits

Author SHA1 Message Date
Brad Davis
c8e664a0a1 New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
Brad Davis
ae8f841912 Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
Atlante45
e25ea122d8 Start moving update to shader 2015-11-24 11:51:56 -08:00
Atlante45
cb14fbf4a1 Instance particle draw calls 2015-11-24 11:51:56 -08:00
Atlante45
230a413ec1 First pass at new particle shader 2015-11-24 11:51:56 -08:00
Brad Davis
b84eef93c9 Core profile shader work and test code 2015-08-01 14:43:52 -07:00
Anthony J. Thibault
5cc0b45850 Improved ParticleEffectEntityItem rendering and updates
* Created custom pipelines and shaders for untextured and textured
  particle rendering.
* Created custom render payload for particles
* Moved all particle updates into simulation rather then render.
* Uses pendingChanges.updateItem lambda to update the playload with
  new data for rendering.
* ParticleEffectEntityItem now updates its dimensions properly,
  based on emitter properties.
* Bug fix for dt not accumulating properly, during gaps between updates.
  now we just update all the time.  (super cheap tho, if there are no particles
  animating)
2015-07-26 17:21:17 -07:00