| Commit message (Collapse) | Author | Age |
... | |
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
view is transient to create viewProjection, unview only needed on unproject
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
movement
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
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.
|
|
|
|
| |
formats
|
| |
|
|
|
|
| |
The initial texture render covers the whole screen anyway
|
|
|
|
|
| |
16bit float is insufficient for decent shadow accuracy and the alpha channel is pointless in
a delayed render.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Generated when the directional light is specified in the environment call, passed to the directional
light shader pass to conditionally illuminate each pixel.
|
| |
|
| |
|
| |
|
|
|
|
| |
Avoids potential performance error capture memory mapping a busy miptree BO
|
|
|
|
|
| |
Lots of hard coding, buggy in places, far from great, but the basics
work.
|
| |
|
|
|
|
| |
Updates all shaders to 330 core too.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|