Teejoon
cac0522ae7
Fixed glow on window resize
2016-03-11 11:41:02 +01:00
Tleety
50dbbb4ed4
SSAO now send in 0 as Lod level and some optimizations in SSAO and Blur pass.
2016-03-10 13:47:16 +01:00
Tleety
329a15e08b
Bloom bad edge clamp fixed
2016-03-10 13:42:33 +01:00
Tleety
c3255519bf
Blur is now looking like real blur
2016-03-10 13:07:41 +01:00
Tleety
a2244e87ad
WIP, trying to get blur to work with mipmaps
2016-03-10 12:18:06 +01:00
Teejoon
974d9101bd
Merge remote-tracking branch 'origin/master' into RendererBugFixes
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Conflicts:
assets
2016-03-09 17:50:42 +01:00
Tleety
1104166039
TextureSprite Resource that use GL_NEAREST for sampling aswell as some StartMenu changes
2016-03-09 17:24:21 +01:00
Teejoon
fd994ca93d
Deleting texture thats getting rended too.
2016-03-07 17:52:47 +01:00
viktorljung
1aefa1dec6
AutoAnimationBlend now working correctly for unique nodes
2016-03-02 17:06:51 +01:00
Teejoon
df7ace6626
We only uses one depth buffer now
2016-02-29 11:44:29 +01:00
Teejoon
9cbc6f7755
Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions
2016-02-28 16:16:22 +01:00
Teejoon
d3a245606a
SSAO and Glow is no longe conflicting with each other.
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Texture should get the id = 0 when they are deleted and not assigned a new texture after. Else they will start to conflict with each other.
2016-02-28 15:02:40 +01:00
Teejoon
b320d8d1e4
WIP
2016-02-26 18:01:38 +01:00
Tleety
91b0ac5fbd
Some groundwork for cubemaps.
2016-02-23 16:00:43 +01:00
Teejoon
37414ce124
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SSAO
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Conflicts:
include/Engine/Rendering/Renderer.h
src/Engine/Rendering/Renderer.cpp
2016-02-22 14:51:42 +01:00
Teejoon
adceccf402
SSAO now working. Changed in DrawFinalePass so that th AOTexture is on texture position 0 and only get binded once.
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Changed so that the picking pass get drawn once in the beginning so that the AO shatde could calculate AO from the depthbuffer generated during pthe pickingpass.
In the ImGUI debugg window there is now sliders to change the behavior of the AO shader. Only the minimum ambient lightning is HardCoded in to the frowardPlus fragmentshaders with a define in the begining.
2016-02-22 14:48:20 +01:00
Teejoon
201480b17f
SSAO is working, but is kinda crappy. You can change shade variables in the debug window.
2016-02-19 16:50:04 +01:00
Tleety
d135ea2da6
Small fix
2016-02-19 13:53:43 +01:00
Tleety
8c9f4bb84b
Resize should now be working correctly.
2016-02-19 11:42:52 +01:00
Tleety
2cae4e3fb2
Merge remote-tracking branch 'origin/master' into Menu
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# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/RenderQueue.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/QualityAssurance.xml
# resources/Schema/Entities/RenderingWorld.xml
# resources/Shaders/Sprite.vert.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/Model.cpp
# src/Engine/Rendering/RenderSystem.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-02-10 19:52:42 +01:00
Tleety
53265bbc90
PNG is now a resource.
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You can now load textures threaded.
PNG will now throw exceptions when errors happend
SpriteComponent is now working without billboarding.
2016-02-10 17:50:17 +01:00
Teejoon
92ab22e779
Splatmapping now working.
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Rendering pipleline now support 3 different types of Material:
Basic: a material with a single color on every property (diffuse, specular, ect).
SingleTextures: a material with a single texture in all or any property. Have a single color on the rest.
SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted.
All materials with a texture has a UVRepeat, telling how many time to till in U and in V.
modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture
MayaExported exports 3 differnt types of material, the same as the piplen now supports.
2016-02-07 13:39:13 +01:00
Jace
be3cfef65f
Merge remote-tracking branch 'origin/master' into EditorUsefulness
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# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
2016-02-01 16:00:46 +01:00
Jace
a22bc00d46
*cough*
2016-02-01 13:37:51 +01:00
Tleety
0e70dc6fa3
Merge remote-tracking branch 'origin/master' into NormalSpecularMapping
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# Conflicts:
# include/Engine/Rendering/RenderSystem.h
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/RenderSystem.cpp
2016-01-27 15:41:31 +01:00
Jace
181017313d
Made entity parser give more useful errors and fixed the errors that were while I was at it
2016-01-27 15:16:59 +01:00
Tleety
a954cbbf50
Normal map support
2016-01-27 13:52:27 +01:00
viktorljung
6aeb281249
Resolution fix in render stages //Tobias
2016-01-25 00:07:17 +01:00
antc13
96a735c542
Changed .obj to .mesh for all meshes.
2016-01-24 16:12:31 +01:00
Tleety
b499f4b020
Fixed some rendering bugs and some code refactoring
2016-01-23 12:17:38 +01:00
Tleety
983f90504d
Bloom effect added, will have to see if it needs improving. Also added HDR colors and gamma correction.
2016-01-21 12:02:28 +01:00