Commit Graph

11 Commits

Author SHA1 Message Date
Tleety 46e17b7e0d Working directional light 2016-01-19 12:32:34 +01:00
Tleety 4b29d48f27 WIP 2016-01-18 17:57:45 +01:00
Tleety 601ce85c05 WIP 2016-01-18 16:50:41 +01:00
Tleety 4092f6b4d4 New Lightstruct working. 2016-01-18 14:20:28 +01:00
Tleety 3de853ac8b Frustum culling now works correctly for all resolutions 2016-01-15 15:38:14 +01:00
Tleety ecf524eb4e Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts:
#	include/Engine/Rendering/PickingPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Schema/Entities/Test.xml
#	src/Engine/Rendering/DrawScenePass.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Engine/Rendering/RenderQueueFactory.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-01-15 11:01:58 +01:00
Tleety 0cf8d26557 Revert "Revert "Forward+""
This reverts commit b908a9f9c6.
2016-01-11 17:56:58 +01:00
Jace b908a9f9c6 Revert "Forward+" 2016-01-11 13:48:55 +01:00
Tleety dab4ba2164 Pointlights are now using the pointlight component and the Light renderqueue to draw. 2016-01-08 14:12:09 +01:00
Tleety 069a6756b9 LightcullingPass for forward+ is now separate from Renderer.cpp. 2015-12-18 14:31:16 +01:00
Tleety ab6af30a28 Base classes for decoupled forward+ renderer and a fix where if you had to many lights in a tile(200-300+) the list would fill up before the end of frustums. 2015-12-18 12:02:02 +01:00