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									 Andrei Kortunov | 3032b177a1 | Remove redundant includes | 2019-02-23 08:02:12 +04:00 |  | 
				
					
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									 Chris Djali | cb5a57e41b | Merge pull request #1547 from AnyOldName3/osgshadow-test-vdsm Shadows | 2019-02-20 15:35:49 +00:00 |  | 
				
					
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									 AnyOldName3 | 0c8ad0a3bb | Double buffer debug HUD frustum geometries to prevent race conditions. | 2019-02-19 18:13:03 +00:00 |  | 
				
					
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									 Bret Curtis | f4313c02e1 | Merge pull request #2153 from akortunov/glowing_windows Native glowing windows support | 2019-02-04 14:50:13 +01:00 |  | 
				
					
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									 Andrei Kortunov | 60c9806d62 | Share RigGeometry node data | 2019-02-03 13:09:49 +04:00 |  | 
				
					
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									 Andrei Kortunov | 9e4a339ad3 | Daytime node switch support (feature #4836) | 2019-02-02 10:50:15 +04:00 |  | 
				
					
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									 AnyOldName3 | 15547750ba | Correct behaviour of use front face culling setting to not use back face culling either when disabled. | 2019-02-01 00:29:13 +00:00 |  | 
				
					
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									 AnyOldName3 | cfe921fb82 | Remove uneeded includes. | 2019-01-31 20:12:42 +00:00 |  | 
				
					
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									 AnyOldName3 | 2761a38562 | Prettify shadow define map setup. | 2019-01-31 20:12:17 +00:00 |  | 
				
					
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									 AnyOldName3 | 57e10e26b2 | Make variable name less confusing | 2019-01-31 14:58:57 +00:00 |  | 
				
					
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									 AnyOldName3 | a24b8ec3d2 | Fix enable/disable mixup. | 2019-01-31 14:57:56 +00:00 |  | 
				
					
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									 AnyOldName3 | 556c9a3382 | Add normal-offset shadow mapping to remove shadow acne (flicker) | 2019-01-30 22:28:00 +00:00 |  | 
				
					
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									 Andrei Kortunov | 03b71d3c30 | Improve switchable nodes handling by optimizer | 2019-01-27 15:19:48 +04:00 |  | 
				
					
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									 AnyOldName3 | 8482236a82 | Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm | 2019-01-24 23:09:23 +00:00 |  | 
				
					
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									 AnyOldName3 | d82c85913a | 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. | 2019-01-24 23:07:38 +00:00 |  | 
				
					
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									 AnyOldName3 | 4438ab4493 | Use CullVisitor traversal mask for light manager. | 2019-01-24 22:42:23 +00:00 |  | 
				
					
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									 Andrei Kortunov | 2c38e337ae | Support NiSwitchNode (feature #4812) | 2019-01-23 21:01:54 +04:00 |  | 
				
					
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									 Andrei Kortunov | 8e6fd348d1 | RigGeometry optimization: optimize geometry optimization | 2019-01-09 21:01:33 +04:00 |  | 
				
					
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									 Andrei Kortunov | 254f01b89d | RigGeometry optimization: vector iteration is more cheap than map iteration | 2019-01-09 11:52:11 +04:00 |  | 
				
					
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									 Ilya Zhuravlev | 07e9ce84b3 | Replace volatile bools with std::atomic<bool> | 2018-12-24 14:19:35 -05:00 |  | 
				
					
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									 AnyOldName3 | 199e6ed82d | Revert "Use forward declaration to reduce build times." This reverts commit 305b9826df. | 2018-12-19 23:53:14 +00:00 |  | 
				
					
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									 AnyOldName3 | 305b9826df | Use forward declaration to reduce build times. | 2018-12-19 16:23:32 +00:00 |  | 
				
					
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									 AnyOldName3 | 7b108ae9a2 | Disable depth sorting for translucent objects in the shadow maps | 2018-12-19 01:45:05 +00:00 |  | 
				
					
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									 AnyOldName3 | 53188f61fc | Fix animation bug with VAOs | 2018-12-18 19:44:30 +00:00 |  | 
				
					
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									 Bret Curtis | fc19c842cf | Revert "fix a rig bug visible with OSG_VERTEX_BUFFER_HINT=VAO" | 2018-12-13 20:09:46 +01:00 |  | 
				
					
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									 AnyOldName3 | 2d5da1a6fa | Don't exclusively rely on a shadow map if its bounds have been expanded since the cull traversal. | 2018-12-08 20:39:41 +00:00 |  | 
				
					
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									 mp3butcher | 7a85e10d2f | fix a rig bug visible with OSG_VERTEX_BUFFER_HINT=VAO | 2018-12-02 23:36:27 +01:00 |  | 
				
					
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									 AnyOldName3 | 0a409c0ab8 | Make shadow map front-face culling configurable | 2018-12-01 00:26:43 +00:00 |  | 
				
					
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									 AnyOldName3 | dd207d9e54 | Make the shadow polygon offset parameters configurable | 2018-11-30 00:55:54 +00:00 |  | 
				
					
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									 AnyOldName3 | aa11832949 | Resolve bugs with depth-clamped shadow maps | 2018-11-29 01:17:58 +00:00 |  | 
				
					
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									 AnyOldName3 | 7ad4882f0c | Fix debug hud frustum outline disappearence | 2018-11-21 23:45:47 +00:00 |  | 
				
					
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									 AnyOldName3 | 061fa57335 | Switch to better-performing data types for debug hud geometry | 2018-11-21 22:38:50 +00:00 |  | 
				
					
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									 AnyOldName3 | 632b0d8979 | 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. | 2018-11-20 23:02:28 +00:00 |  | 
				
					
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									 AnyOldName3 | 660e423e99 | Correct debug hud frustum colour | 2018-11-20 23:01:04 +00:00 |  | 
				
					
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									 AnyOldName3 | 3785ba6aa0 | Merge upstream/master | 2018-10-30 22:38:09 +00:00 |  | 
				
					
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									 AnyOldName3 | 1ca7ea23d1 | Add extra uniforms to the disabled shadows StateSet so that the shadow texture samplers are bound ot the dummy shadow maps correctly. | 2018-10-30 17:07:11 +00:00 |  | 
				
					
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									 AnyOldName3 | b0907f8929 | Add todos in case they're left until after the shadow PR is merged | 2018-10-18 16:01:36 +01:00 |  | 
				
					
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									 AnyOldName3 | 474770eca8 | Switch shadow map rendering to a specialised, simplified shader. | 2018-10-16 21:23:31 +01:00 |  | 
				
					
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									 elsid | dc09674362 | Add command and settings option to enable actors paths render | 2018-10-13 22:16:32 +03:00 |  | 
				
					
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									 elsid | 70a369f70e | Add command to enable NavMesh render togglenavmesh or tnm | 2018-10-13 22:16:28 +03:00 |  | 
				
					
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									 AnyOldName3 | 0124be5713 | Merge upstream/master | 2018-10-10 21:23:19 +01:00 |  | 
				
					
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									 Andrei Kortunov | e06f0b797a | Replace all NULLs to nullptr | 2018-10-09 10:21:12 +04:00 |  | 
				
					
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									 Andrei Kortunov | 87394f2ebb | Revert "Take in account transformations of NiTriShape and NiSkinData in skinning (bug #4437)" This reverts commit 09427d3f5esince the
fix is not entirely correct. | 2018-09-29 16:21:40 +04:00 |  | 
				
					
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									 Kyle Cooley | 6bece13a32 | Use new Log class for error message | 2018-09-27 13:14:59 +04:00 |  | 
				
					
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									 Kyle Cooley | e2ac392a40 | Move common stuff to scene util, fix errors with 1st person meshes | 2018-09-27 13:14:59 +04:00 |  | 
				
					
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									 Kyle Cooley | 8444ee9981 | Start rendering npc's | 2018-09-27 13:14:59 +04:00 |  | 
				
					
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									 Andrei Kortunov | 09427d3f5e | Take in account transformations of NiTriShape and NiSkinData in skinning (bug #4437) | 2018-09-16 14:38:58 +04:00 |  | 
				
					
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									 Marc Zinnschlag | 24ce8cce72 | Merged pull request #1898 | 2018-08-29 12:04:52 +02:00 |  | 
				
					
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									 Andrei Kortunov | 0ddd0e4edc | Fix light flicker amplitude calculation | 2018-08-28 14:57:11 +04:00 |  | 
				
					
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									 Andrei Kortunov | c677f7ca27 | Rework pulsing light sources (bug #4615) | 2018-08-28 14:57:08 +04:00 |  |