scrawl
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21e25f4756
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Use the traversalNumber as frame number
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2015-11-16 20:03:45 +01:00 |
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scrawl
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35459f20d5
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Refactor lighting mask
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2015-11-10 17:23:12 +01:00 |
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scrawl
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c23609e22b
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Cache the light list in LightListCallback
When multiple cameras are rendering, the later cameras can reuse the light lists from the first camera.
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2015-11-04 00:19:15 +01:00 |
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scrawl
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49df6b7450
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LightManager: fix incorrect view matrix for RELATIVE_RF cameras
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2015-10-23 21:25:56 +02:00 |
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scrawl
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6dff11f847
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Duplicate code fix
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2015-10-23 18:16:26 +02:00 |
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scrawl
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8552a9d82c
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Add multiple camera support to LightManager
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2015-10-23 01:58:22 +02:00 |
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scrawl
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b3f5ac5dbb
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Include cleanup
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2015-07-25 02:11:49 +02:00 |
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scrawl
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631cec7304
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Take the radius of lights into account when sorting
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2015-07-02 20:46:34 +02:00 |
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scrawl
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aad8e7b6d0
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Light culling fix
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2015-06-15 19:37:44 +02:00 |
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scrawl
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18f4eaa8dc
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Preliminary handling for overflowing light lists
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2015-06-15 18:56:40 +02:00 |
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scrawl
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acf9fc2d37
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Enable per-frame light list updates (Bug #2638, Bug #2654)
The performance impact isn't so big anymore since the last commit.
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2015-06-15 18:15:26 +02:00 |
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scrawl
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1d198a5592
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Keep the light list StateSet cache for more than one frame
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2015-06-15 18:09:01 +02:00 |
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scrawl
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5a7f2a4f1f
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Restore light attenuation settings
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2015-06-02 17:02:56 +02:00 |
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scrawl
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3dcb167066
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Map rendering
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2015-05-26 16:40:44 +02:00 |
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scrawl
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8b768f4377
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Minor fix for behaviour with non-existing LightManager
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2015-05-18 21:06:42 +02:00 |
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scrawl
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987e923790
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LightManager optimization
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2015-04-12 19:44:48 +02:00 |
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scrawl
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61aaf0cf70
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Attach light lists to the object base nodes instead of each renderable
Apparently that is how Ogre worked (on the SceneNode) so let's roll with it for now. Have not tested yet what MW does.
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2015-04-12 18:03:36 +02:00 |
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scrawl
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c92592493e
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OpenMW: create a window and render the starting cell(s)
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2015-04-12 15:38:30 +02:00 |
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scrawl
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591a35b8d7
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*very* early version of the LightManager
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2015-04-10 23:16:17 +02:00 |
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