| Commit message (Collapse) | Author | Age |
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movement
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Removes the need to allocate a large temporary buffer, instead just memmaps a file big enough and has
OpenGL write the texture data directly to it.
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formats
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The initial texture render covers the whole screen anyway
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16bit float is insufficient for decent shadow accuracy and the alpha channel is pointless in
a delayed render.
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Generated when the directional light is specified in the environment call, passed to the directional
light shader pass to conditionally illuminate each pixel.
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Avoids potential performance error capture memory mapping a busy miptree BO
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Lots of hard coding, buggy in places, far from great, but the basics
work.
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Updates all shaders to 330 core too.
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Read directly from texture into file buffer, no temporary framebuffer
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For our own sanity :)
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SceneShader and Camera are part of SceneRenderer
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