Andrei Kortunov
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3032b177a1
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Remove redundant includes
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2019-02-23 08:02:12 +04:00 |
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Chris Djali
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cb5a57e41b
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Merge pull request #1547 from AnyOldName3/osgshadow-test-vdsm
Shadows
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2019-02-20 15:35:49 +00:00 |
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AnyOldName3
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0c8ad0a3bb
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Double buffer debug HUD frustum geometries to prevent race conditions.
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2019-02-19 18:13:03 +00:00 |
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Bret Curtis
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f4313c02e1
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Merge pull request #2153 from akortunov/glowing_windows
Native glowing windows support
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2019-02-04 14:50:13 +01:00 |
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Andrei Kortunov
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60c9806d62
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Share RigGeometry node data
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2019-02-03 13:09:49 +04:00 |
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Andrei Kortunov
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9e4a339ad3
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Daytime node switch support (feature #4836)
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2019-02-02 10:50:15 +04:00 |
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AnyOldName3
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15547750ba
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Correct behaviour of use front face culling setting to not use back face culling either when disabled.
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2019-02-01 00:29:13 +00:00 |
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AnyOldName3
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cfe921fb82
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Remove uneeded includes.
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2019-01-31 20:12:42 +00:00 |
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AnyOldName3
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2761a38562
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Prettify shadow define map setup.
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2019-01-31 20:12:17 +00:00 |
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AnyOldName3
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57e10e26b2
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Make variable name less confusing
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2019-01-31 14:58:57 +00:00 |
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AnyOldName3
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a24b8ec3d2
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Fix enable/disable mixup.
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2019-01-31 14:57:56 +00:00 |
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AnyOldName3
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556c9a3382
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Add normal-offset shadow mapping to remove shadow acne (flicker)
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2019-01-30 22:28:00 +00:00 |
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Andrei Kortunov
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03b71d3c30
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Improve switchable nodes handling by optimizer
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2019-01-27 15:19:48 +04:00 |
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AnyOldName3
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8482236a82
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Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
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2019-01-24 23:09:23 +00:00 |
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AnyOldName3
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d82c85913a
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Don't bother multiplying a matrix by its inverse and applying that to the light direction.
Hopefully this will improve numerical stability and reduce shadow flicker a little.
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2019-01-24 23:07:38 +00:00 |
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AnyOldName3
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4438ab4493
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Use CullVisitor traversal mask for light manager.
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2019-01-24 22:42:23 +00:00 |
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Andrei Kortunov
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2c38e337ae
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Support NiSwitchNode (feature #4812)
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2019-01-23 21:01:54 +04:00 |
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Andrei Kortunov
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8e6fd348d1
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RigGeometry optimization: optimize geometry optimization
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2019-01-09 21:01:33 +04:00 |
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Andrei Kortunov
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254f01b89d
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RigGeometry optimization: vector iteration is more cheap than map iteration
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2019-01-09 11:52:11 +04:00 |
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Ilya Zhuravlev
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07e9ce84b3
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Replace volatile bools with std::atomic<bool>
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2018-12-24 14:19:35 -05:00 |
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AnyOldName3
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199e6ed82d
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Revert "Use forward declaration to reduce build times."
This reverts commit 305b9826df .
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2018-12-19 23:53:14 +00:00 |
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AnyOldName3
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305b9826df
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Use forward declaration to reduce build times.
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2018-12-19 16:23:32 +00:00 |
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AnyOldName3
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7b108ae9a2
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Disable depth sorting for translucent objects in the shadow maps
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2018-12-19 01:45:05 +00:00 |
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AnyOldName3
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53188f61fc
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Fix animation bug with VAOs
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2018-12-18 19:44:30 +00:00 |
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Bret Curtis
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fc19c842cf
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Revert "fix a rig bug visible with OSG_VERTEX_BUFFER_HINT=VAO"
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2018-12-13 20:09:46 +01:00 |
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AnyOldName3
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2d5da1a6fa
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Don't exclusively rely on a shadow map if its bounds have been expanded since the cull traversal.
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2018-12-08 20:39:41 +00:00 |
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mp3butcher
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7a85e10d2f
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fix a rig bug visible with OSG_VERTEX_BUFFER_HINT=VAO
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2018-12-02 23:36:27 +01:00 |
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AnyOldName3
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0a409c0ab8
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Make shadow map front-face culling configurable
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2018-12-01 00:26:43 +00:00 |
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AnyOldName3
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dd207d9e54
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Make the shadow polygon offset parameters configurable
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2018-11-30 00:55:54 +00:00 |
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AnyOldName3
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aa11832949
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Resolve bugs with depth-clamped shadow maps
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2018-11-29 01:17:58 +00:00 |
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AnyOldName3
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7ad4882f0c
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Fix debug hud frustum outline disappearence
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2018-11-21 23:45:47 +00:00 |
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AnyOldName3
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061fa57335
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Switch to better-performing data types for debug hud geometry
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2018-11-21 22:38:50 +00:00 |
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AnyOldName3
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632b0d8979
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Make shadow maps use their whole depth range for the overlap with the view frustum and rely on depth clamping to ensure objects outside the frustum still cast shadows.
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2018-11-20 23:02:28 +00:00 |
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AnyOldName3
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660e423e99
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Correct debug hud frustum colour
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2018-11-20 23:01:04 +00:00 |
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AnyOldName3
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3785ba6aa0
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Merge upstream/master
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2018-10-30 22:38:09 +00:00 |
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AnyOldName3
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1ca7ea23d1
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Add extra uniforms to the disabled shadows StateSet so that the shadow texture samplers are bound ot the dummy shadow maps correctly.
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2018-10-30 17:07:11 +00:00 |
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AnyOldName3
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b0907f8929
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Add todos in case they're left until after the shadow PR is merged
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2018-10-18 16:01:36 +01:00 |
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AnyOldName3
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474770eca8
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Switch shadow map rendering to a specialised, simplified shader.
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2018-10-16 21:23:31 +01:00 |
|
elsid
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dc09674362
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Add command and settings option to enable actors paths render
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2018-10-13 22:16:32 +03:00 |
|
elsid
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70a369f70e
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Add command to enable NavMesh render
togglenavmesh or tnm
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2018-10-13 22:16:28 +03:00 |
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AnyOldName3
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0124be5713
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Merge upstream/master
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2018-10-10 21:23:19 +01:00 |
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Andrei Kortunov
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e06f0b797a
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Replace all NULLs to nullptr
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2018-10-09 10:21:12 +04:00 |
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Andrei Kortunov
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87394f2ebb
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Revert "Take in account transformations of NiTriShape and NiSkinData in skinning (bug #4437)"
This reverts commit 09427d3f5e since the
fix is not entirely correct.
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2018-09-29 16:21:40 +04:00 |
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Kyle Cooley
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6bece13a32
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Use new Log class for error message
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2018-09-27 13:14:59 +04:00 |
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Kyle Cooley
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e2ac392a40
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Move common stuff to scene util, fix errors with 1st person meshes
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2018-09-27 13:14:59 +04:00 |
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Kyle Cooley
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8444ee9981
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Start rendering npc's
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2018-09-27 13:14:59 +04:00 |
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Andrei Kortunov
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09427d3f5e
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Take in account transformations of NiTriShape and NiSkinData in skinning (bug #4437)
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2018-09-16 14:38:58 +04:00 |
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Marc Zinnschlag
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24ce8cce72
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Merged pull request #1898
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2018-08-29 12:04:52 +02:00 |
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Andrei Kortunov
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0ddd0e4edc
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Fix light flicker amplitude calculation
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2018-08-28 14:57:11 +04:00 |
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Andrei Kortunov
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c677f7ca27
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Rework pulsing light sources (bug #4615)
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2018-08-28 14:57:08 +04:00 |
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