| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | 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 |
| | | |||
| * | 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 |
| | | |||
| * | SceneRenderer is a graphics component, not a UI one | Dan Goodliffe | 2022-11-27 |
