Code

History

  1. Buffer usage flagsBrad Davis committed 8 years agoea485d0
  2. fix implicit thisRTUnreal committed 1 year ago86c5f2c
  3. image sampler propHifiExperiments committed 1 year ago75e2f85
  4. Merge branch 'master' into stagesHifiExperiments committed 2 years agobdf3568
  5. static pipelines + misc render cleanupHifiExperiments committed 2 years ago6876742
  6. DRY up stage classes with templatesHifiExperiments committed 2 years ago9da9eb3
  7. convert explicit shared pointer creation (using "new") to make_shared where possible/appropriateHeather Anderson committed 5 years agobcce9a2
  8. New SPIRV Shader toolchainBrad Davis committed 8 years agoc8e664a
  9. Shader refactoring for explicit bindingsBrad Davis committed 8 years agoae8f841
  10. Moving to cmake time shader compilingBrad Davis committed 8 years ago04e84f1
  11. Remove commented-out codeSimon Walton committed 8 years agob2e736d
  12. More shaders to deferred compile schemeSimon Walton committed 8 years agob469cdf
  13. Defer some shader compilation to a batch job - WIPSimon Walton committed 8 years ago1ab31d9
  14. Merged with masterOlivier Prat committed 8 years agof5a2557
  15. Merged with masterOlivier Prat committed 8 years ago5e6300c
  16. Fixed compilation with new shader systemOlivier Prat committed 8 years ago49549ce
  17. Scribe now outputs .h and .cpp. Need to change how shader source is referenced in C++ codeOlivier Prat committed 8 years ago3911ce5
  18. First working local lights on transparent objectsOlivier Prat committed 8 years ago54eab1c
  19. Scribe now outputs shaders as cpp files.Olivier Prat committed 8 years ago814de4a
  20. Removed jitter samples from shader and added name to batches in DEBUG mode to ease render debugOlivier Prat committed 8 years ago92e1fe8
  21. adding assert or checks whenever getting a scene stageSam Gateau committed 9 years ago0c37554
  22. Keep cleaning up the DeferredLightingEffect , removing stage s from there...Sam Cake committed 9 years ago07e18eb
  23. Texture::create returns shared pointerAtlante45 committed 9 years agoad16a93
  24. 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
  25. Use a magic number gpu::Texture::SINGLE_MIP instead of 1Sam Cake committed 9 years agodd73cb7
  26. Moving the num mips per texture to the creator so it s immutable and simplersamcake committed 9 years agob6504bb
  27. Working on new texture management strategyBradley Austin Davis committed 9 years ago7fb7aa8
  28. Merge with upstreamsamcake committed 10 years ago6926cd2
  29. Additional plugin debugging, better plugin resource cleanupBrad Davis committed 10 years ago28771cb
  30. REvisiting the full lighting code to optimize the perfsamcake committed 10 years ago2a0e67e
  31. Refining the voxelization of the sphere in the view frustum gridsamcake committed 10 years ago9b94a02
  32. Fix strange artifacts in skyboxBrad Davis committed 10 years ago1ff9121
  33. Developping the Light Clusters, adding visualizationsamcake committed 10 years ago61de063
  34. Cleaning up the lights and the light stagesamcake committed 10 years ago4bf93f6
  35. Fix the mini mirror perf issue and improve the debugDeferredLighting scriptsamcake committed 10 years ago219b41e