| Expose SSAO parameters as options | 2 天前 |
| Fix UBO update on each render call This was causing stalls in GPU, and batching increased performance a lot based on system RPI5: 250% increase (Tiling renderer) Intel 8400 igpu: 11% increase AMD 5800H igpu: 0% increase Discrete: Not measured (Already in thousands and CPU bound) | 1 个月前 |
| Fix UBO update on each render call This was causing stalls in GPU, and batching increased performance a lot based on system RPI5: 250% increase (Tiling renderer) Intel 8400 igpu: 11% increase AMD 5800H igpu: 0% increase Discrete: Not measured (Already in thousands and CPU bound) | 1 个月前 |
| Add cutout stage for transparent models Also fix ModelAsset::loadMaterials keying materialMap by the last texture path instead of the material name. | 20 天前 |
| Expose SSAO parameters as options | 2 天前 |
| Expose SSAO parameters as options | 2 天前 |
| Expose SSAO parameters as options | 2 天前 |
| add specular back | 2 天前 |
| add specular back | 2 天前 |
| add specular back | 2 天前 |
| add specular back | 2 天前 |
| Extract logic from Shaders I am hoping this will make reusing logic in both deferred and forward paths easier | 6 个月前 |
| FIX gui layers gets hidden on some orientations of Orthogonal camera | 4 个月前 |
| FIX gui layers gets hidden on some orientations of Orthogonal camera | 4 个月前 |
| Fix editor doesn't respect sRGB | 2 天前 |
| Allow both Opengl ES and OpenGL at the same build, and runtime selection New changes allow building the engine with both OpenGL (3.3) and OpenGL ES (3.1). There is a new option to choose which backend you will use. Still needs handling AMD driver bugs that fails to provide ES 3.1. | 6 个月前 |
| Use multi buffering for UBOs too This is a way to workaround rpi drivers problems. It blocks on every write, and doesn't have much internal buffering. | 20 天前 |
| Fix UBO update on each render call This was causing stalls in GPU, and batching increased performance a lot based on system RPI5: 250% increase (Tiling renderer) Intel 8400 igpu: 11% increase AMD 5800H igpu: 0% increase Discrete: Not measured (Already in thousands and CPU bound) | 1 个月前 |
| add specular back | 2 天前 |
| add specular back | 2 天前 |
| Improve UX on particle editor | 2 个月前 |
| Mass rename options | 4 个月前 |
| Expose SSAO parameters as options | 2 天前 |
| Extract light definitions | 2 个月前 |
| Improve Point light editing view New preview for light reach, new parameters to set how bright the light is, how long it keeps its brightness etc. | 1 个月前 |
| add specular back | 2 天前 |
| Allow both Opengl ES and OpenGL at the same build, and runtime selection New changes allow building the engine with both OpenGL (3.3) and OpenGL ES (3.1). There is a new option to choose which backend you will use. Still needs handling AMD driver bugs that fails to provide ES 3.1. | 6 个月前 |
| add specular back | 2 天前 |