Commit Graph

11576 Commits

Author SHA1 Message Date
Marianne Gagnon
bcc46b149e Remove call to createMeshWelded, now handled in B3D exporter 2014-05-12 19:03:40 -04:00
vlj
26d48cdad0 SSAO: Stronger blur + tweak param
Use another algorithm to have gaussian blur that lets us customise
radius more easily.
2014-05-12 23:59:17 +02:00
vlj
bba9e3ca2c Add a 17 tap blur filter
and use it for SSAO
2014-05-12 20:49:47 +02:00
vlj
967d7a0316 Use mipmap nearest 2014-05-12 20:16:37 +02:00
vlj
8e17ae90b6 Resolution independent ssao 2014-05-12 20:13:12 +02:00
Deve
0b463f5222 Allow to run xrandr instead of vidmode as an option 2014-05-12 20:08:15 +02:00
Vincent Lejeune
96babc81ad Reenable custom light radius 2014-05-12 19:37:00 +02:00
Deve
e8b4926b0b Fixed #1313.
In some cases STK was barely playable because of very low refresh rates (25-30Hz).

This may be caused by last changes in display drivers. I remember that previously refresh rates for resolution were in order from the lowest to the greatest. Now I see it in reversed order.
Irrlicht didn't check refresh rates and always set the last available for specified resolution.

Now we use the highest available refresh rate.

Perhaps we should use xrandr library instead of vidmode. It should be much smarter and maybe would solve some multimonitor issues.
2014-05-12 18:43:36 +02:00
vlj
23ba597a1c SSAO: Use int rounding 2014-05-12 18:39:33 +02:00
vlj
229b72f84a Render SSAO at fullscreen resolution. 2014-05-12 01:06:33 +02:00
vlj
384c9f2c77 Merge branch 'SAO' 2014-05-12 00:35:08 +02:00
vlj
4fcec02123 Remove ssao depth guard. 2014-05-12 00:34:44 +02:00
vlj
7e1625da5e Tweak SSAO params. 2014-05-12 00:30:36 +02:00
vlj
f8544493b6 Improve SSAO perf 2014-05-12 00:14:50 +02:00
vlj
11b7d20ad8 Use the mipmap trick to speed up ssao. 2014-05-12 00:03:42 +02:00
Vincent Lejeune
41e02e0880 Allow depth test on debug physic view 2014-05-11 18:20:30 +02:00
Vincent Lejeune
567974aeed Use dFdX/dFdY to compute normals in SSAO. 2014-05-11 18:09:48 +02:00
Vincent Lejeune
e5410e23a2 Use Alchemy SSAO 2014-05-11 18:00:30 +02:00
samuncle
518a5fd8ef Fix pre-c++2011 + improved waterfall effect 2014-05-11 02:58:23 +02:00
Marianne Gagnon
00ea15b7bb Yet another fix to pre-c++2011 compilation..... (not trying to raise my commit count, I swear!!) 2014-05-10 20:53:51 -04:00
Marianne Gagnon
7808fc8a09 Yet another fix to pre-c++2011 compilation..... 2014-05-10 20:50:18 -04:00
Marianne Gagnon
522ad01a27 More to fix pre-c++2011 build 2014-05-10 20:46:56 -04:00
Marianne Gagnon
c0a7c76886 Fix pre-c++2011 build, hopefully 2014-05-10 20:43:43 -04:00
Marianne Gagnon
fbd33420c2 cull by distance, to improve performance 2014-05-10 20:38:10 -04:00
Vincent Lejeune
e16c6af04a Forget a sizeof(float). 2014-05-11 02:24:17 +02:00
Vincent Lejeune
325ec8e754 Fix wrong buffer size and factorize state changes. 2014-05-11 02:13:04 +02:00
Vincent Lejeune
b286069108 Use batched draw call to draw lines. 2014-05-11 01:59:59 +02:00
Marianne Gagnon
4e9f199008 Save raw floats and not vectors 2014-05-10 19:50:24 -04:00
Marianne Gagnon
bdabbedf28 fix silly mistake in previous commit 2014-05-10 19:31:30 -04:00
Marianne Gagnon
486d5c291f Batch physics debug rendering 2014-05-10 19:26:14 -04:00
Vincent Lejeune
46a832a67f Reenable physic debug mode 2014-05-11 00:52:19 +02:00
Vincent Lejeune
648d076e00 Premultiply alpha for particles too. 2014-05-10 20:58:43 +02:00
Vincent Lejeune
6936f30b36 Premultiply alpha for billboards. 2014-05-10 20:49:30 +02:00
Vincent Lejeune
6bf67523b9 Prettier gpu timing label. 2014-05-10 20:16:27 +02:00
Vincent Lejeune
5d3b6bba4d Avoid shadow disappearance 2014-05-10 20:00:52 +02:00
Vincent Lejeune
a3f1e4bad1 Explicitly use S3TC texture compression. 2014-05-10 02:52:58 +02:00
Vincent Lejeune
f7aa586eb2 Check if compression was successful before caching
Fix a crash on radeon.
2014-05-10 02:41:45 +02:00
Vincent Lejeune
b72c1ad0c5 Fix for disappearing objects. 2014-05-10 02:28:02 +02:00
vlj
af67c8c3b8 Merge pull request #1309 from gupascal/hd-textures-option
A "Use High definition textures" option
2014-05-10 01:37:23 +02:00
vlj
07f68db6c3 Fix wrong mouse poisition report.
m_mouse_pos was always (0, -1) in some case, which makes profiling hard.
2014-05-09 19:55:06 +02:00
vlj
cd6e7f3d90 Fix an assert. 2014-05-09 19:32:52 +02:00
vlj
b4e9a00574 Fix profiler 2014-05-09 18:54:06 +02:00
vlj
5b511fedd8 Lights: Culling was not using correct cam position 2014-05-09 18:46:07 +02:00
vlj
bc2c355cd8 Shadows: Emit an error instead of sending wrong corners. 2014-05-09 18:41:24 +02:00
vlj
c5e31c96b1 Simplify mesh temporary.
Until we move this code to the exporter.
2014-05-09 15:11:18 +02:00
vlj
94c65434df Add some more perfs counter to post process 2014-05-09 15:07:07 +02:00
vlj
59f586c5ee Add some more gpu timer. 2014-05-09 14:54:42 +02:00
vlj
3e6ab6d7b6 Factorize SSAO in its own code. 2014-05-09 14:44:53 +02:00
Marianne Gagnon
d78482ac67 Better react to small screens 2014-05-08 20:50:34 -04:00
Marianne Gagnon
9ab068a72d Remove accidentally committed file 2014-05-08 20:40:39 -04:00