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Commits for Divide-Framework/trunk/VCData/Divide.sln

Diff revisions: vs.
Revision Author Commited Message
631 Diff Diff IonutCava picture IonutCava Sun 24 Jan, 2016 20:28:21 +0000

[IonutCava]
- Fix and optimize particle rendering system
- Temporarily disable Z_PRE_PASS system for testing
- Improve thread pool destruction system a bit
- Fix texture loading when used as fb attachment
- Forward+ renderer now takes the entire light buffer (no need to split up by light type)
- Start work on occlusion culling fixes:
— ToDo: Take into account batching system
— Fix gl_DrawIDARB usage

625 Diff Diff IonutCava picture IonutCava Mon 18 Jan, 2016 17:19:59 +0000

[IonutCava]
- Limit number of shader compilations per frame
- Add initial support for deferred SGN postLoad calls (think multi-threaded loading support in the future)
- Various small profile-guided optimizations
- Removed some indirections in draw command submission

624 Diff Diff IonutCava picture IonutCava Sun 17 Jan, 2016 21:03:25 +0000

[IonutCava]
- Improve multi-threaded loading System
- Fix missing pixels in logo
- Random small bug corrections

617 Diff Diff IonutCava picture IonutCava Tue 05 Jan, 2016 16:47:21 +0000

[IonutCava]
- Depth writing is now a rendering API level toggle instead of a renderstateblock option
- Z-Pre-pass fixes and improvements
- Moved normal render target to the display stage from the pre-pass stage
— Normals are only used in post-processing. This improves pre-pass performance

612 Diff Diff 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

602 Diff Diff IonutCava picture IonutCava Thu 10 Dec, 2015 17:00:04 +0000

[IonutCava]
- Implement view independent positioning of SGNs (think first person weapons)
- Remove isInView checks from SceneNode class and move it to SGN class
— Add support for visibility locking for nodes.
— isInView was overridden by classes that were always in view(e.g. sky, grass, etc). No need for virtual indirections for a few exceptions
- Add checks to avoid redundant state changes in SGN and RenderingComponent classes

598 Diff Diff IonutCava picture IonutCava Mon 07 Dec, 2015 17:21:28 +0000

[IonutCava]
- Transform caching updates
- Light impostor rendering updates
- Temporarily disable persistent buffer mapping

592 Diff Diff IonutCava picture IonutCava Thu 03 Dec, 2015 00:18:46 +0000

[IonutCava]
- Added more moving point lights for a total of 96

586 Diff Diff IonutCava picture IonutCava Thu 26 Nov, 2015 17:11:27 +0000

[IonutCava]
- Point and Directional light updates

576 IonutCava picture IonutCava Fri 20 Nov, 2015 11:54:22 +0000

[IonutCava]
- C++ based Interface block generation for GLSL