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path: root/gfx/gl/sceneRenderer.cpp
Commit message (Collapse)AuthorAge
* Only generate the first N shadow maps which are usefulDan Goodliffe2023-01-07
| | | | Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner
* Use VertexArrayObject for SceneRendererDan Goodliffe2023-01-02
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* Single helper for rendering the fullscreen quadDan Goodliffe2023-01-02
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* Add directional light to pointlight test, fix setting of GL_DEPTH_TESTDan Goodliffe2022-12-30
| | | | Fixes issue where directional light prevented pointlights from working
* Reduce size of shadow map textureDan Goodliffe2022-12-28
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* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
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* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
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* First cut of view scope shadow mapper viewDan Goodliffe2022-12-18
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* Fix case of GetViewProjectionDan Goodliffe2022-12-11
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* Support fall-back internal framebuffer formats, use smaller and/or standard ↵Dan Goodliffe2022-12-08
| | | | formats
* Disable depth test, remove unnecesary texture binds and clear for lighting passDan Goodliffe2022-12-06
| | | | The initial texture render covers the whole screen anyway
* Increase gBuffer position data to 32bit and drop all the alpha channelsDan Goodliffe2022-12-06
| | | | | 16bit float is insufficient for decent shadow accuracy and the alpha channel is pointless in a delayed render.
* Explicit ShadowMapper size only, no defaultDan Goodliffe2022-12-04
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* Generate and use a shadow mapDan Goodliffe2022-12-04
| | | | | Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel.
* Split SceneProvider outDan Goodliffe2022-11-27
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* SceneRenderer is a graphics component, not a UI oneDan Goodliffe2022-11-27