Code

History

  1. Cleaned up orthographic shadow culling functorOlivier Prat committed 8 years ago1f4671b
  2. Orthographic octree selection seems to be workingOlivier Prat committed 8 years ago3804917
  3. Changed shadow task to do a single octree query as well as pipeline/depth sort for all cascades. Still issue with disapearing objects from shadow map with viewpointOlivier Prat committed 8 years agod422545
  4. Moved cascade frustum pre-computation to single ShadowSetup jobOlivier Prat committed 8 years ago3fa2bab
  5. Switched to a simpler manual fixed/slope based shadow bias system. Automatic stuff fail most of the timeOlivier Prat committed 8 years agof344e44
  6. Integrating the tag flags to the render item key and adding configration of the render pipelien with the Tag informationsamcake committed 8 years ago1fd4c5c
  7. Trying to improve adaptive shadow biasOlivier Prat committed 8 years ago0324f41
  8. cleaning en routesamcake committed 8 years ago8dfa3aa
  9. Working on better adaptive bias algorithm for shadowOlivier Prat committed 8 years ago6b0b17f
  10. Introducing the tag in lieu of the vsisiblity maskSam Gateau committed 8 years ago51dac04
  11. visible-perviewSam Gateau committed 8 years ago7a9740d
  12. Merge branch 'master' of https://github.com/highfidelity/hifi into visible-perviewsamcake committed 8 years ago51ed878
  13. rename model:: -> graphics::humbletim committed 8 years agob91d536
  14. exposing several visibility flagssamcake committed 8 years ago836b69a
  15. Fixed bug which culled medium sized objects in shadow maps due to perspective frustum assumed octree selectionOlivier Prat committed 8 years agob9d4931
  16. Removed jitter samples from shader and added name to batches in DEBUG mode to ease render debugOlivier Prat committed 8 years ago92e1fe8
  17. Factorised out some computation needed for all cascadesOlivier Prat committed 8 years ago8d710c8
  18. Fixed weird bug with objects suddenly poping out of the shadow map. Was due to objects with own pipeline corrupting the render state. Don't know why thoughOlivier Prat committed 8 years agoc9c9337
  19. Moved shadow cascade distances computation to shadow, not shadow taskOlivier Prat committed 8 years ago1d8d833
  20. Switched to 4 cascades for key light and working on a better distributionOlivier Prat committed 8 years agoe16b427
  21. Fixed issue with far distance of cascades being underestimated, especially first cascadeOlivier Prat committed 8 years agoc0ca7a1
  22. Still working on solving that underestimated shadow far plane on the first cascade. I have finally understood the problem (see TODO in LightStage)Olivier Prat committed 8 years agod98dfff
  23. Much better cascade blendOlivier Prat committed 8 years agob246c47
  24. Merged disappearing shadow bug fix from pcf branchOlivier Prat committed 8 years agof8c241c
  25. Fixed potential mismatch between push/popViewFrustum in shadow taskOlivier Prat committed 8 years agoe574be7
  26. Adjusted cascade partitionsOlivier Prat committed 8 years agod14ebdc
  27. Working CSM with smooth blend between cascades. Switched to 4 1024 cascadesOlivier Prat committed 8 years ago74b0b52
  28. Cascade selection working on shadow but not in Luci debug modeOlivier Prat committed 8 years agoac0e816
  29. Shadow maps rendered in cascadesOlivier Prat committed 9 years ago103e036
  30. Min / Max cascade distance computationOlivier Prat committed 9 years ago08b0628
  31. Added Cascade subclass in LightStage ShadowOlivier Prat committed 9 years agoe0b36b8
  32. Adjusted biasOlivier Prat committed 9 years ago44393f1
  33. Trying to pin point a zone bugOlivier Prat committed 9 years ago9eed69d
  34. First draft version of tighter shadow frustumOlivier Prat committed 9 years ago6cf689a
  35. Shadows are now cast by the current zone key light (sun)Olivier Prat committed 9 years agoa34db5f