Teejoon
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5146d21173
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MSAA is now working
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2016-03-12 22:22:53 +01:00 |
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Teejoon
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1ad087dc75
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MSAA mostly working. Only merging the MS render buffer to a single texture so that others could use the AA texture easly
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2016-03-11 19:05:34 +01:00 |
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Tleety
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a2244e87ad
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WIP, trying to get blur to work with mipmaps
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2016-03-10 12:18:06 +01:00 |
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Teejoon
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b38ebbe676
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Shadows now working on NVIDIA cards too
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2016-03-07 14:00:08 +01:00 |
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FakeShemp
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d2f47e754f
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Remove shitty commented out thingie causing an error
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2016-03-03 14:46:01 +01:00 |
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FakeShemp
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a0f2f2bf5f
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Merge remote-tracking branch 'origin/master' into Shadows
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2016-03-03 03:30:01 +01:00 |
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FakeShemp
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7ea26d10ee
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Rewritten. Works as a charm now.
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2016-03-03 03:28:21 +01:00 |
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FakeShemp
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28e9ba1208
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Merge branch 'master' into Shadows
# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/FrameBuffer.cpp
# src/Engine/Rendering/Renderer.cpp
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2016-03-03 03:00:05 +01:00 |
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Jace
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618e96da90
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"Fixed" this crash in debug. The attachment vector is sometimes empty! @Tleety
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2016-03-02 19:49:54 +01:00 |
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FakeShemp
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1ae2f3f5f3
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Begin clean-up
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2016-03-01 19:10:13 +01:00 |
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FakeShemp
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70374fa10e
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It compiles, but no shadows
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2016-02-29 18:20:32 +01:00 |
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FakeShemp
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20468cba1b
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Merge branch 'master' into Shadows
# Conflicts:
# assets
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/Renderer.h
# resources/Shaders/ForwardPlus.frag.glsl
# resources/Shaders/ForwardPlus.vert.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/FrameBuffer.cpp
# src/Engine/Rendering/Renderer.cpp
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2016-02-29 18:03:00 +01:00 |
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Teejoon
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df7ace6626
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We only uses one depth buffer now
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2016-02-29 11:44:29 +01:00 |
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Teejoon
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9cbc6f7755
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Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions
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2016-02-28 16:16:22 +01:00 |
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FakeShemp
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38d8cdded2
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Texture Array is now working. Enjoy your single Bind().
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2016-02-27 15:53:28 +01:00 |
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FakeShemp
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22c391df54
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Initial work on texture arrays
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2016-02-26 17:40:35 +01:00 |
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Teejoon
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f56705d921
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You can now change the quality of SSAO by sliding the SSAO Quality
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2016-02-26 11:51:20 +01:00 |
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Tleety
|
8c9f4bb84b
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Resize should now be working correctly.
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2016-02-19 11:42:52 +01:00 |
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Tleety
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e15a7b9485
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You can now change resolution without any apparent bugs.
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2016-02-18 18:00:26 +01:00 |
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Ayumiwii
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cb7f06573f
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Shadows stage 2 WIP
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2016-02-09 14:08:57 +01:00 |
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Ayumiwii
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7f1016476b
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Shadows WIP
- create 2D texture (depthmap)
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2016-02-05 15:08:56 +01:00 |
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Tleety
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c526a7af55
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WIP stencil stuff
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2016-02-04 17:58:36 +01:00 |
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Tleety
|
7c582898f4
|
Working stencil buffer for the shield.
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2016-02-04 14:33:39 +01:00 |
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Tleety
|
53cae25eb2
|
WIP on widget fuckery
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2016-02-01 16:56:55 +01:00 |
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Tleety
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86824f1b1f
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Colors above value 1 is now added to the bloomtexture, and will be used to get a glow effect in later stage.
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2016-01-20 15:23:49 +01:00 |
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Tleety
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78a1037983
|
WIP
DrawScreenQuad implemented and working.
Started work on HDR coloring.
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2016-01-20 13:34:56 +01:00 |
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Tleety
|
91edab34bc
|
PickingPass now sets state and clear it when done.
PickingState now it's own class so renderer is a bit cleaner.
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2015-12-11 11:18:30 +01:00 |
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viktorljung
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c717dd7049
|
Removed sprite RenderQueue and moved FrameBuffer to rendering instead of rendering/util
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2015-12-08 10:37:24 +01:00 |
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