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Branch: master
Commits on Mar 24, 2019
  1. - A few changes to resource loading to increase throughput a bit.

    IonutCava committed Mar 24, 2019
    - A few changes to the material system to reduce the number of shader permutations a bit
Commits on Mar 22, 2019
  1. Removed the tree.glsl geometry stage as there's just to much geometry…

    IonutCava committed Mar 22, 2019
    … and the overhead isn't worth it just for culling. I really wish gl_CullDistance wouldn't cause a driver crash. The "scale = 0" trick works for now.
    
    Also added a way to disable grass and/or trees (to speed up debug builds for example)
  2. Note to self: repeat until it gets stuck in properly: "clipping happe…

    IonutCava committed Mar 22, 2019
    …ns in the last active geometry stage". Adding a GS culling step to trees cancelled refraction/reflection clipping :/
Commits on Mar 20, 2019
  1. - Tree textures don't need to be 2048x2048 :/

    IonutCava committed Mar 20, 2019
    - Add a caching system for texture metadata so that we don't reparse stuff every single time (transparency/translucency check for now)
Commits on Mar 19, 2019
  1. - MipMap limit for alpha textures is now controlled by the material c…

    IonutCava committed Mar 19, 2019
    …lass and not the material shader like before.
    
    - More trees :D
Commits on Mar 18, 2019
  1. - Disable client-side mipmap generation for compressed data (we alrea…

    IonutCava committed Mar 18, 2019
    …dy have it, right?)
    
    - HACK!: Disable the use of mipmaps on albedo textures if they're used for alpha. MipMaps + LoDs don't mix well (trees and grass got messed up).
    -- ToDo: something like this instead? http://www.irrlicht3d.org/pivot/entry.php?id=1526
Commits on Mar 17, 2019
  1. - Improve render exclusion mask system

    IonutCava committed Mar 17, 2019
    - Exclude trees from rendering in the last CSM cascades (slowest and not needed?)
    - Fix tree placement and rotation.
  2. - Better alpha detection for DDS (DXT compressed textures) files.

    IonutCava committed Mar 17, 2019
    - Make dds texture flip detection somewhat automatic
    - Use different trees (more trees from TurboSquid)
Commits on Mar 16, 2019
  1. - Update assimp to 4.1

    IonutCava committed Mar 16, 2019
    - Add a lot of trees and rock models from lukas call (TurboSquid)
    - Add geometry and vegetation caching controls to config.xml
    - Add assimp logging support
  2. - Couple of issues with the bounds-related changes

    IonutCava committed Mar 16, 2019
    - Better tree rendering
  3. - Rework bounds system & component so that AABBs are available immedi…

    IonutCava committed Mar 16, 2019
    …ately and are less costly to compute.
    
    - Fix tree culling! Finally!
Commits on Mar 12, 2019
  1. - Found a huge perf issue in shadowing code that fixed most of our pe…

    IonutCava committed Mar 12, 2019
    …rformance problems (~60fps in profile builds without trees. Tree rendering is still busted)
    
    - Various tweaks to barriers, render pass scheduling, tree rendering, etc
Commits on Mar 11, 2019
Commits on Mar 8, 2019
  1. - Improve grass and tree rendering by keeping instance buffers fully …

    IonutCava committed Mar 8, 2019
    …bound and using base instance as an offset
    
    - Add a tree placement control system (see terrain xml file)
    - Add a lot of missing files from previous commits that I've missed
Commits on Mar 5, 2019
  1. Disable occlusion culling for trees for now (o.c. doesn't support ins…

    IonutCava committed Mar 5, 2019
    …tanced geometry just yet ...)
  2. - Fixed a few bugs related to resource loading

    IonutCava committed Mar 5, 2019
    - More work on tree rendering
Commits on Feb 26, 2019
Commits on Feb 22, 2019
  1. - Replace our Forward+ light solution with this F+ solution: https://…

    IonutCava committed Feb 22, 2019
    …github.com/bcrusco/Forward-Plus-Renderer
    
    -- Uses proper depth culling and is faster that our older solution
    -- ToDo: Spot lights are currently treated as point lights
    -- ToDo: Only main pass @1080p support for now
    - Fix some issues with grass rendering and positioning (uses the same scene BRDF + now follows smooth terrain slopes)
    - OIT pass now renders normals and velocity like the normal display pass (using the display pass attachment)
Commits on Feb 21, 2019
  1. - Add the Sponza model and a tree to the scene

    IonutCava committed Feb 21, 2019
    - Make sure we only use unique grass positions
Commits on Feb 20, 2019
  1. - Rework the way render targets work with external attachments:

    IonutCava committed Feb 20, 2019
    -- Fixes WOIT + MSAA
    - Rework the way the terrain tessellator gets updated
Commits on Feb 19, 2019
  1. - Performance refactoring

    IonutCava committed Feb 19, 2019
    -- Some SSBO -> UBO changes
    -- Shader changes
    -- Slight fence lock and wait refactoring
    - Fixed an alignment issue with binding/writing UBOs and SSBOs
    - Fixed MSAA causing an assert
Commits on Feb 18, 2019
  1. Performance tweaks

    IonutCava committed Feb 18, 2019
  2. More of the same

    IonutCava committed Feb 18, 2019
  3. More shader cleanup

    IonutCava committed Feb 18, 2019
Commits on Feb 17, 2019
  1. - Optimise shaders a bit

    IonutCava committed Feb 17, 2019
Commits on Feb 16, 2019
  1. - Avoid reading the HiZ cull atomic counter every frame. Read it ever…

    IonutCava committed Feb 16, 2019
    …y 3 frames and in the editor only.
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