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									 bzzt | d340224c95 | shadowsbin for gl state reduction | 2019-11-20 13:37:00 +00:00 |  | 
				
					
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									 bzzt | b6ed2f1718 | Add optional shadow map max distance and fading | 2019-11-02 18:06:39 +03:00 |  | 
				
					
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									 Andrei Kortunov | b2fca46206 | Fix a couple of minor issues in shadows | 2019-03-19 09:14:07 +04:00 |  | 
				
					
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									 Andrei Kortunov | bacaa1f789 | Get rid of C-style limits in the shadows code | 2019-03-09 13:52:03 +04:00 |  | 
				
					
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									 elsid | 47e87cc2bd | Fix ODR violation for VDSMCameraCullCallback This class is also defined in OpenSceneGraph at global namespace. | 2019-03-07 23:49:23 +03:00 |  | 
				
					
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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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									 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 | 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 | 7b108ae9a2 | Disable depth sorting for translucent objects in the shadow maps | 2018-12-19 01:45:05 +00:00 |  | 
				
					
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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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									 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 | 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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									 AnyOldName3 | db707a31ec | Add clipping planes when allow shadow map overlap is enabled | 2018-08-23 13:14:02 +01:00 |  | 
				
					
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									 AnyOldName3 | 15e820825f | Fix another convex hull clipping issue and restore z-clipping | 2018-08-21 14:00:29 +01:00 |  | 
				
					
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									 AnyOldName3 | dd501f4132 | Make ConvexHull::clip more resilient against large values. | 2018-08-17 17:47:52 +01:00 |  | 
				
					
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									 AnyOldName3 | 987306feb9 | Fix ConvexHull::extendTowardsNegativeZ | 2018-08-16 23:48:19 +01:00 |  | 
				
					
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									 AnyOldName3 | 71778e2552 | Disable convex hull clipping based on render leaf traverser results in the z direction. | 2018-07-31 23:42:44 +01:00 |  | 
				
					
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									 AnyOldName3 | 02ab3b466a | Use simplified convex hull clipping maths from the other function doing hte same thing | 2018-07-31 23:30:15 +01:00 |  | 
				
					
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									 AnyOldName3 | ed68db5ef9 | Fix issue where the camera frustum cropping wouldn't consider where casters might cast shadows, just where they actually were. | 2018-06-19 23:48:59 +01:00 |  | 
				
					
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									 AnyOldName3 | f5b144ef77 | Improve bounds calculation for shadow casters outside of the viewing frustum | 2018-06-12 17:04:56 +01:00 |  | 
				
					
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									 AnyOldName3 | 50fdd0be99 | Resolve computed near plane issues with extremely high viewing distances. | 2018-05-29 00:52:43 +01:00 |  | 
				
					
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									 AnyOldName3 | 2c30bc1b4f | Accidentally fix the one remaing case where shadows look awful while refactoring some stuff. | 2018-05-18 22:39:57 +01:00 |  | 
				
					
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									 AnyOldName3 | 9f0a49c303 | Disable CSM when disabled in the settings. | 2018-05-17 20:27:10 +01:00 |  | 
				
					
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									 AnyOldName3 | 5d05aadb37 | Begin to let settings toggle between CSM and PSSM | 2018-05-17 16:57:01 +01:00 |  | 
				
					
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									 AnyOldName3 | 1b30d47d7f | Add a hacky temporary version of cascading shadow maps | 2018-05-13 12:56:40 +01:00 |  | 
				
					
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									 AnyOldName3 | 166e7df778 | Improve debug HUD frustum | 2018-05-11 19:08:42 +01:00 |  | 
				
					
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									 AnyOldName3 | 4547151863 | Add the view frustum to the debug HUD (in the most annoying way possible) | 2018-05-05 00:08:00 +01:00 |  | 
				
					
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									 AnyOldName3 | e885612bd7 | Make a dynamic cast static | 2018-03-03 02:05:46 +00:00 |  | 
				
					
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									 AnyOldName3 | b553b58de5 | Fix another compiler warning | 2018-03-03 02:03:16 +00:00 |  | 
				
					
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									 AnyOldName3 | fc41902798 | Replace a dynamic cast with string comarison | 2018-03-01 14:37:11 +00:00 |  | 
				
					
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									 AnyOldName3 | 882b63cba9 | Make split point control parameters configurable with the new shadow technique. | 2018-02-26 23:00:46 +00:00 |  | 
				
					
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									 AnyOldName3 | e233dae1cd | Hook up the new shadow technique | 2018-02-26 22:27:09 +00:00 |  | 
				
					
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									 AnyOldName3 | 478367bef3 | Ensure the debug HUD won't crash if settings are changed at runtime. | 2018-02-26 20:50:54 +00:00 |  | 
				
					
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									 AnyOldName3 | 7b52091a82 | Make the debug hud enableable | 2018-02-26 20:36:43 +00:00 |  | 
				
					
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									 AnyOldName3 | 5d719e9d5f | Add the debug HUD to the new shadow technique | 2018-02-26 20:20:01 +00:00 |  | 
				
					
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									 AnyOldName3 | 76f23c28b1 | Make shadows disableable. | 2018-02-26 16:25:44 +00:00 |  | 
				
					
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									 AnyOldName3 | 0f1e770c53 | Transfer changes to cull to new shadow technique | 2018-02-26 15:51:22 +00:00 |  | 
				
					
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									 AnyOldName3 | 4c31b38f77 | Move CLSB changes to new shadow technique | 2018-02-26 14:58:12 +00:00 |  | 
				
					
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									 AnyOldName3 | 06b2ce6646 | Fix alignment issues caused by renaming classes | 2018-02-26 14:34:14 +00:00 |  | 
				
					
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									 AnyOldName3 | ce02c83089 | Copy debug shader source into new shadow technique | 2018-02-26 14:27:47 +00:00 |  | 
				
					
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									 AnyOldName3 | 7bd4c5e4b3 | Change class name | 2018-02-24 00:57:58 +00:00 |  | 
				
					
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									 AnyOldName3 | 11e59d3c11 | Move to the correct namespace. | 2018-02-24 00:52:46 +00:00 |  | 
				
					
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									 AnyOldName3 | 324b398d29 | Add a notice clarifying the source of the shadow technique files. | 2018-02-24 00:15:54 +00:00 |  | 
				
					
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									 AnyOldName3 | 7467248555 | Undo a modification from the upstream shadow technique which breaks compatibiltiy with OSG 3.4 | 2018-02-24 00:14:29 +00:00 |  | 
				
					
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									 AnyOldName3 | 273914aba8 | Add osgShadow ViewDependentShadowMaps as they can be found in OSG's GitHub Repository | 2018-02-24 00:13:05 +00:00 |  |