Code

History

  1. Added Cascade subclass in LightStage ShadowOlivier Prat committed 9 years agoe0b36b8
  2. Shadows are now cast by the current zone key light (sun)Olivier Prat committed 9 years agoa34db5f
  3. introducing the Velocity buffer pass generationsamcake committed 9 years ago2f0eee5
  4. adding assert or checks whenever getting a scene stageSam Gateau committed 9 years ago0c37554
  5. less comments & constantSam Gateau committed 9 years ago5e05c41
  6. Keep cleaning up the DeferredLightingEffect , removing stage s from there...Sam Cake committed 9 years ago07e18eb
  7. Rendering improvements based on spectator-camera changesZach Fox committed 9 years ago52ea7e7
  8. simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'samcake committed 9 years ago63fe579
  9. Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65""samcake committed 9 years agof823105
  10. Revert "Fixing the rendering bug triggered with Nvidia driver 381.65"samcake committed 9 years agoab3d399
  11. Introducing a fix to the graphics bugSam Cake committed 9 years agob1a4bc3
  12. Introducing a fix to the graphics bugSam Cake committed 9 years agoda1355d
  13. Fixing the roughness/reflection quantization bugSam Cake committed 9 years agoe87bc91
  14. Merge with upstreamsamcake committed 10 years ago6926cd2
  15. Remove the use of implicit ids in geometry cacheBrad Davis committed 10 years ago2705ee7
  16. Less warningssamcake committed 10 years ago9bed047
  17. Cleaning up the lights and the light stagesamcake committed 10 years ago4bf93f6
  18. Merge branch 'master' of https://github.com/highfidelity/hifi into hdrsamcake committed 10 years agob529641
  19. Batch replay reprojectionBrad Davis committed 10 years agoadcfd55
  20. WTF...sam committed 10 years agoe6c74b2
  21. Still tryingsam committed 10 years agod1105b8
  22. Revolutionizing aosamcake committed 10 years agoafb1ebf
  23. FIx warningssamcake committed 10 years ago8f663f2
  24. Separating the normal packing into it s own file and make sure to sclae the filter radius correctly dpeending on the resolution of diffusionsamcake committed 10 years ago4742f40
  25. Fixing build warningssamcake committed 10 years agoa4ad465
  26. Performing the curvature generation and diffusion at half the resolutionsamcake committed 10 years ago5a0ce81
  27. Carrefully improving the curvature generation performancessamcake committed 10 years ago9332f82
  28. Instrumenting the GPU git statussamcake committed 10 years ago076b8cd
  29. Clenaing the rendering and the framebuffer allocationssamcake committed 10 years agocde17ec
  30. BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymoresamcake committed 10 years agoba75907
  31. Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forwardsamcake committed 10 years ago2fbdb22
  32. Bringing Beckmann specular to the lightingsamcake committed 10 years ago9a604d0
  33. introducing the depth aware blursamcake committed 10 years ago197d49f
  34. Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now)samcake committed 10 years ago0c88283
  35. After trying stop trying to expose a generic [] operator on Varying and Containerssamcake committed 10 years agoe31a3b4