overte/libraries/render-utils/src
Anthony J. Thibault 115fd607a0 Address performance issues introduced with this PR.
* Prevent clusterMatrices from being invalidated and re-computed in each updateItem lambda.
  We do this by not setting _model->_needsUpdateClusterMatrices = true;
* Prevent redundant work if Model::enqueueLocationChange is called multiple times per frame.
  We do this by introducing a preRenderLambdas map in the Application class.
  Instead of adding work directly to the scene PendingChanges queue Model::enqueueLocationChange
  adds a lambda to the Application preRenderLambdas map.  The Application ensures that only one lambda will
  be invoked for each model per frame.
2016-03-28 19:47:30 -07:00
..
text Gamma correct the text color 2016-03-05 10:59:03 -08:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h Address performance issues introduced with this PR. 2016-03-28 19:47:30 -07:00
AmbientOcclusionEffect.cpp Only run AO in DEFAULT_RENDER_MODE 2016-02-12 09:01:54 -08:00
AmbientOcclusionEffect.h Nest Persistent in Config to compile on nix 2016-02-11 10:27:32 -08:00
AnimDebugDraw.cpp Removed passive-aggressive comment, (it was a late night) 2016-03-11 13:36:48 -08:00
AnimDebugDraw.h THursday morning the frustum culling seems broken in one particular angle 2016-02-11 10:05:39 -08:00
animdebugdraw.slf
animdebugdraw.slv Fixing the material names 2016-02-16 09:33:24 -08:00
AntialiasingEffect.cpp Gut RenderContext 2016-01-25 12:14:58 -08:00
AntialiasingEffect.h Remove antialiasing from menus, default to on 2016-02-23 16:24:44 -08:00
debug_deferred_buffer.slf Can now process the AO at lower resolution in orer to gsave performances 2016-01-19 12:12:51 -08:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures 2016-02-25 14:13:35 -08:00
DebugDeferredBuffer.h cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures 2016-02-25 14:13:35 -08:00
deferred_light.slv
deferred_light_limited.slv
deferred_light_spot.slv
DeferredBuffer.slh Reflection is working correctly with the PBR property, ship t 2016-02-29 18:54:43 -08:00
DeferredBufferWrite.slh Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
DeferredGlobalLight.slh Ajusting the pure Ambient SH lighting pass and more review issues 2016-03-01 12:24:44 -08:00
DeferredLighting.slh Using another formula for the specularDistribution giving much better results 2016-03-01 17:09:57 -08:00
DeferredLightingEffect.cpp Fixing the lighting issue in stereo 2016-03-15 14:35:43 -07:00
DeferredLightingEffect.h Use keyLight in DLE instead of _skyboxTexture 2016-03-01 14:44:34 -08:00
directional_ambient_light.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
directional_ambient_light_shadow.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
directional_light.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
directional_light_shadow.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
directional_skybox_light.slf Post merge with Zach work for environment map 2016-02-26 16:04:50 -08:00
directional_skybox_light_shadow.slf Post merge with Zach work for environment map 2016-02-26 16:04:50 -08:00
drawOpaqueStencil.slf
FboCache.cpp
FboCache.h
FramebufferCache.cpp more clean up 2016-01-21 17:36:53 -08:00
FramebufferCache.h Make sure the resolution level for ao is correct 2016-01-19 18:57:03 -08:00
fxaa.slf Fix fxaa shader to use texture 2016-02-24 13:36:08 -08:00
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp Merge branch 'master' of https://github.com/highfidelity/hifi into orange 2016-02-23 09:33:54 -08:00
GeometryCache.h Add layering to renderGrid, draw edit grid not layered 2016-02-19 13:57:32 -08:00
grid.slf Move paint shader functions to Paint.slh 2016-02-19 11:48:44 -08:00
hit_effect.slf
hit_effect.slv
HitEffect.cpp Gut RenderContext 2016-01-25 12:14:58 -08:00
HitEffect.h Cleanup new render settings 2016-01-26 15:58:50 -08:00
LightStage.cpp Fix orientation aligned with Y 2016-01-19 18:39:34 -08:00
LightStage.h Decrease shadowMap res to 1024 2016-01-15 17:55:07 -08:00
MaterialTextures.slh Trying to clena up the problem? 2016-03-21 16:36:47 -07:00
MeshPartPayload.cpp Address performance issues introduced with this PR. 2016-03-28 19:47:30 -07:00
MeshPartPayload.h Minimize diff with master 2016-03-26 13:27:05 -07:00
Model.cpp Address performance issues introduced with this PR. 2016-03-28 19:47:30 -07:00
Model.h Dynamic bound update for skinned mesh 2016-03-26 12:22:02 -07:00
model.slf Trying to clen up the way the opacity final value comes to the fragment shader 2016-03-21 12:14:59 -07:00
model.slv Conform model/overlay shaders 2016-02-04 16:21:56 -08:00
model_emissive.slf MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders 2016-02-19 18:43:07 -08:00
model_lightmap.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
model_lightmap.slv Fixing the material names 2016-02-16 09:33:24 -08:00
model_lightmap_normal_map.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
model_lightmap_normal_map.slv Fixing the material names 2016-02-16 09:33:24 -08:00
model_lightmap_normal_specular_map.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
model_lightmap_specular_map.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
model_normal_map.slf Trying to clen up the way the opacity final value comes to the fragment shader 2016-03-21 12:14:59 -07:00
model_normal_map.slv Fix link problem with shaders that use transparency and normal maps 2016-03-09 20:01:18 -08:00
model_normal_specular_map.slf Trying to clen up the way the opacity final value comes to the fragment shader 2016-03-21 12:14:59 -07:00
model_shadow.slf Change shadow debug buffer to reuse shadowMap tex 2016-01-19 12:01:18 -08:00
model_shadow.slv
model_specular_map.slf Trying to clen up the way the opacity final value comes to the fragment shader 2016-03-21 12:14:59 -07:00
model_translucent.slf Trying to clen up the way the opacity final value comes to the fragment shader 2016-03-21 12:14:59 -07:00
model_translucent_emissive.slf Changing diffuse to albedo and breaking everything... 2016-02-15 21:50:10 -08:00
overlay3D.slf MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders 2016-02-19 18:43:07 -08:00
overlay3D.slv Conform model/overlay shaders 2016-02-04 16:21:56 -08:00
overlay3D_emissive.slf Fixing the material names 2016-02-16 09:33:24 -08:00
overlay3D_translucent.slf MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders 2016-02-19 18:43:07 -08:00
overlay3D_translucent_emissive.slf Fixing the material names 2016-02-16 09:33:24 -08:00
point_light.slf Merge branch 'master' of https://github.com/highfidelity/hifi into orange 2016-02-25 23:48:53 -08:00
RenderDeferredTask.cpp Add gpu timer to background 2016-03-14 17:53:39 -07:00
RenderDeferredTask.h Add gpu timer to background 2016-03-14 17:53:39 -07:00
RenderPipelines.cpp Making progress toward the PBR material 2016-02-17 18:47:52 -08:00
RenderShadowTask.cpp Factor out SortTask to fix shadows 2016-02-26 16:04:15 -08:00
RenderShadowTask.h Factor out SortTask to fix shadows 2016-02-26 16:04:15 -08:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
sdf_text3D.slf Improve text3d rendering 2016-03-12 23:24:52 +13:00
sdf_text3D.slv
Shadow.slh Avoid shadow attenuation outside of mapped area 2016-01-19 15:48:20 -08:00
simple.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
simple.slv Unify Named/Normal calls 2016-02-01 18:50:01 +01:00
simple_textured.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
simple_textured_emisive.slf MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders 2016-02-19 18:43:07 -08:00
skin_model.slv Fix link problem with shaders that use transparency and normal maps 2016-03-09 20:01:18 -08:00
skin_model_normal_map.slv Fix link problem with shaders that use transparency and normal maps 2016-03-09 20:01:18 -08:00
skin_model_shadow.slf Change shadow debug buffer to reuse shadowMap tex 2016-01-19 12:01:18 -08:00
skin_model_shadow.slv
Skinning.slh
spot_light.slf Merge branch 'master' of https://github.com/highfidelity/hifi into orange 2016-02-25 23:48:53 -08:00
ssao.slh Fixing the warning maybe 2016-01-22 09:44:32 -08:00
ssao_makeHorizontalBlur.slf Refining the ao effect on the blur side 2016-01-21 19:02:32 -08:00
ssao_makeOcclusion.slf more clean up 2016-01-21 17:36:53 -08:00
ssao_makePyramid.slf FIxed the stereo rendering 2016-01-14 19:23:29 -08:00
ssao_makeVerticalBlur.slf Refining the ao effect on the blur side 2016-01-21 19:02:32 -08:00
standardDrawTexture.slf
standardTransformPNTC.slv
stars.slf
stars.slv
starsGrid.slf
TextRenderer3D.cpp Add layering to text renderer 2016-02-03 19:18:56 -08:00
TextRenderer3D.h Add layering to text renderer 2016-02-03 19:18:56 -08:00
TextureCache.h
ToneMappingEffect.cpp Fixing the default value for the TOneMapping curve and cleaning the code into the ToneMappingEffect file 2016-01-28 12:14:20 -08:00
ToneMappingEffect.h Cleaner... 2016-01-28 12:46:18 -08:00