Age | Commit message (Collapse) | Author |
|
renderShadowSimple
|
|
and fix non-standard gl_Position z values
|
|
alpha objects disappearing
|
|
|
|
usage of gl_FragDepth from shadow shaders.
|
|
|
|
remove many unneeded VBO binds.
|
|
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.
|
|
|
|
|
|
|
|
|
|
water where applicable.
|
|
color/depth instead of glCopyTexSubImage or glBlitFrameBuffer
|
|
iterating over render batches.
|
|
"renderShadowSimple" utility function for pushing vertex buffers only.
|
|
|
|
|
|
And cleaned up dupplicate mScale code
|
|
When in PBR 'mode', defaulted texture drops to diffuse channel
|
|
|
|
Fixes SL-18484.
|
|
|
|
|
|
|
|
|
|
legacy behavior of cloud coverage brightening ambient lighting without destroying the ability to have good probe driven ambiance.
|
|
|
|
|
|
|
|
other types. Hook GLTF alpha masking up to highlight transparent.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Apparently Visual Studio and Xcode disagree on the intended lifespan of a
certain temporary expression. Capturing it in a named variable works.
|
|
|
|
controls.
|
|
|
|
|
|
|
|
work removed the getDecodePriority() method.
|
|
|
|
Was a placeholder when there was no other way to bring it up
|
|
|
|
|
|
|