| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Revamp how VertexArrayObject configures attributes and data | Dan Goodliffe | 2023-04-17 |
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| * | Rename lots of shader files | Dan Goodliffe | 2023-04-15 |
| | | | | | Names and paths still not perfect, but better and the weird name missuse is gone | ||
| * | Fix up all the static analyzer warnings | Dan Goodliffe | 2023-01-08 |
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| * | Only generate the first N shadow maps which are useful | Dan Goodliffe | 2023-01-07 |
| | | | | | Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner | ||
| * | Use VertexArrayObject for SceneRenderer | Dan Goodliffe | 2023-01-02 |
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| * | Single helper for rendering the fullscreen quad | Dan Goodliffe | 2023-01-02 |
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| * | Add directional light to pointlight test, fix setting of GL_DEPTH_TEST | Dan Goodliffe | 2022-12-30 |
| | | | | | Fixes issue where directional light prevented pointlights from working | ||
| * | Reduce size of shadow map texture | Dan Goodliffe | 2022-12-28 |
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| * | Generate a single shadow band and region definition | Dan Goodliffe | 2022-12-28 |
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| * | Initial support for multiple shadow maps in the same texture | Dan Goodliffe | 2022-12-28 |
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| * | First cut of view scope shadow mapper view | Dan Goodliffe | 2022-12-18 |
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| * | Fix case of GetViewProjection | Dan Goodliffe | 2022-12-11 |
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| * | Support fall-back internal framebuffer formats, use smaller and/or standard ↵ | Dan Goodliffe | 2022-12-08 |
| | | | | | formats | ||
| * | Disable depth test, remove unnecesary texture binds and clear for lighting pass | Dan Goodliffe | 2022-12-06 |
| | | | | | The initial texture render covers the whole screen anyway | ||
| * | Increase gBuffer position data to 32bit and drop all the alpha channels | Dan Goodliffe | 2022-12-06 |
| | | | | | | 16bit float is insufficient for decent shadow accuracy and the alpha channel is pointless in a delayed render. | ||
| * | Explicit ShadowMapper size only, no default | Dan Goodliffe | 2022-12-04 |
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| * | Generate and use a shadow map | Dan Goodliffe | 2022-12-04 |
| | | | | | | 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 out | Dan Goodliffe | 2022-11-27 |
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| * | SceneRenderer is a graphics component, not a UI one | Dan Goodliffe | 2022-11-27 |
