Age | Commit message (Collapse) | Author |
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renderShadowSimple
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Not supposed to happen, yet somehow did
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Sl 18820: Build floater should preserve GLTF transforms when changing the PBR material
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and fix non-standard gl_Position z values
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alpha objects disappearing
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usage of gl_FragDepth from shadow shaders.
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asserts to allow non-default transform overrides.
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remove many unneeded VBO binds.
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rendering to a place where the main camera has taken a stab at object updates for this frame before shadow map rendering has at them.
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water where applicable.
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color/depth instead of glCopyTexSubImage or glBlitFrameBuffer
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iterating over render batches.
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"renderShadowSimple" utility function for pushing vertex buffers only.
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And cleaned up dupplicate mScale code
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When in PBR 'mode', defaulted texture drops to diffuse channel
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Fixes SL-18484.
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legacy behavior of cloud coverage brightening ambient lighting without destroying the ability to have good probe driven ambiance.
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other types. Hook GLTF alpha masking up to highlight transparent.
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Apparently Visual Studio and Xcode disagree on the intended lifespan of a
certain temporary expression. Capturing it in a named variable works.
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controls.
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