Code

History

  1. Buffer usage flagsBrad Davis committed 8 years agoea485d0
  2. minor cleanup, copyrightHifiExperiments committed 2 years agod5e251d
  3. merge old workHifiExperiments committed 2 years ago56f697e
  4. Jitter is now set through a batch commandOlivier Prat committed 8 years agoc6d598c
  5. Used unjittered projection matrix for a sharper and more stable TAAOlivier Prat committed 8 years ago6ec9378
  6. Used previous projection matrix to limit overblurOlivier Prat committed 8 years ago08146a7
  7. Simplified camera view history and TAA is now working in all circumstances.Olivier Prat committed 8 years ago4636f43
  8. Using proper inverse projection matrix in velocity buffer computation to reproject to world posOlivier Prat committed 8 years agob7b478f
  9. Removed jitter samples from shader and added name to batches in DEBUG mode to ease render debugOlivier Prat committed 8 years ago92e1fe8
  10. introducing the Velocity buffer pass generationsamcake committed 9 years ago2f0eee5
  11. Apply the projection and deferred transform fixes found while working on spectator cameraSam Gateau committed 9 years ago93963b3
  12. 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
  13. Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBLsamcake committed 10 years agod128af4
  14. Intoducing the bluring as a separate Job reusable and the first version of curvaturesamcake committed 10 years ago75a5f6b
  15. Adding acleaner way to do all the deferred frame transform manipulationsamcake committed 10 years ago0ea1e7c