| Commit message (Collapse) | Author | Age |
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Spot and point lights now existing in Renderable, the vertex data
contains the owning parent object's index in CommonLocationData, the
render step is just a single draw call.
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Removes the BufferedLocation and BufferedLocationUpdater mess.
Note: appears to break bogie rendering in asset factory test only, same
symptom as broken network render test? (out of date buffer data)
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Based on the ShadowStenciller, creates flattened images of a model for
simplified mass use in a scene.
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(camera and directional light frustums)
This has made the whole preFrame process far more fiddly and repetitive
than I'd like, but it does work. Maybe we can tidy it up later.
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In theory, this phase should be parallelisable before being pushed out
by the render loop.
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The frustum might not be correct at this stage.
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Lots of hard coding, buggy in places, far from great, but the basics
work.
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