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Divide-Framework

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Entry Size Revision Updated
Camera 601 Wed 09 Dec, 2015 17:12:38 +0000
Headers 593 Thu 03 Dec, 2015 17:17:30 +0000
Lighting 612 Sun 20 Dec, 2015 17:47:26 +0000
PostFX 612 Sun 20 Dec, 2015 17:47:26 +0000
RenderPass 612 Sun 20 Dec, 2015 17:47:26 +0000
DeferredShadingRenderer.cpp 11.6K 612 Sun 20 Dec, 2015 17:47:26 +0000
ForwardPlusRenderer.cpp 4.2K 593 Thu 03 Dec, 2015 17:17:30 +0000

Commits for Divide-Framework/trunk/Source Code/Rendering

Revision Author Commited Message
612 IonutCava picture IonutCava Sun 20 Dec, 2015 17:47:26 +0000

[IonutCava]
- Z-PrePass system improvements
— Depth only rendertarget and both eye render targets (screen and anaglyph) share the same depth buffer
— Screen render targets don’t clear or write the/to the depth buffer

609 IonutCava picture IonutCava Fri 18 Dec, 2015 13:05:06 +0000

[IonutCava]
- Postprocessing improvements
- Shadowmapping warning fix (non-depth texture bound to depth sampler)

608 IonutCava picture IonutCava Thu 17 Dec, 2015 17:09:51 +0000

[IonutCava]
- More work on SSAO
- Each render target stores the settings that were used when it was rendered to (fov, projection mat, etc).

607 IonutCava picture IonutCava Tue 15 Dec, 2015 20:52:56 +0000

[IonutCava]
- Allow automatic adaptive exposure to be turned off or on at runtime

606 IonutCava picture IonutCava Tue 15 Dec, 2015 17:16:59 +0000

[IonutCava]
- More post-processing work:
— Average luminance calculation and tonemapping are no longer optional
— Split HDR and LDR based operators into their respective batches
- Allow disabling of specific Framebuffer render targets if needed

605 IonutCava picture IonutCava Mon 14 Dec, 2015 21:10:30 +0000

[IonutCava]
- Updated FXAA shader from v2 to v3.1.1
- LDR target conversion check and guarantee:
— Bloom/ToneMap always overwrites ldrTarget
— FXAA creates ldrTarget from hdrTarget if it wasn’t set by Bloom
— PreRenderBatch creates ldrTarget from hdrTarget if neither Bloom or Fxaa managed to create it
- Some Linear/SRGB corrections (still not 100% corect but getting there)

604 IonutCava picture IonutCava Sun 13 Dec, 2015 19:04:57 +0000

[IonutCava]
- New post processing system:
— Simplified operators
— PostFX is always enabled. Individual operators are toggles on or off
— Fixed Bloom and adaptive exposure
- Reworked texture creation and resizing
— Saved TextureDescriptor as part of the texture state

601 IonutCava picture IonutCava Wed 09 Dec, 2015 17:12:38 +0000

[IonutCava]
- Shadow mapping system improvements:
— Point and spot light support
— Variable number of debug preview planes
- Light impostor rendering fix and update:
— Displays coloured icons for point and spot lights
- Camera system improvement:
— Camera manager is the only class allowed to instantiate new cameras
- Initial dual paraboloid rendering code
- Remove discard statements from shader code (should use blending if visual artefacts are encountered)

600 IonutCava picture IonutCava Tue 08 Dec, 2015 17:22:11 +0000

[IonutCava]
- Cleanup SceneGraphNode class
- Rework AABB calculation and update system and fix various AABB problems (e.g. light AABB, parent mesh AABB, etc)
- Create a list of closest shadow casting lights for faster shadow map generation
- Texture creation bug fixed (related to descriptor enum value)
- Better FPS and Frametime calculation system

594 IonutCava picture IonutCava Thu 03 Dec, 2015 23:36:32 +0000

[IonutCava]
- Reverted some test code from the previous commit