| 文件 | 最后提交记录 | 最后更新时间 |
|---|---|---|
Clean up header includes (#16674) | 10 个月前 | |
Clean up header includes (#16674) | 10 个月前 | |
Clean up header includes (#16674) | 10 个月前 | |
Replace some raw pointers by unique_ptr (#16304) | 1 年前 | |
Clean up header includes (#16674) | 10 个月前 | |
Replace licensing text in headers (LGPLv2.1) (#15321) | 1 年前 | |
Refactor parts of CGUITTFont | 10 个月前 | |
Remove `irr` namespace (#16309) | 1 年前 | |
Add `hideable` HUD element field (#17165) | 4 个月前 | |
Get rid of depth buffer workaround in the render pipeline code (#15407) I originally wanted to get of the legacy IVideoDriver::setRenderTarget altogether, but that ended up being too much work. The remaining usage is in "dynamicshadowsrender.cpp". Here's a comment I wrote about the workaround: ---------------------------------------- Use legacy call when there's single texture without depth texture This means Irrlicht creates a depth texture for us and binds it to the FBO This is currently necessary for a working depth buffer in the following cases: - post-processing disabled, undersampling enabled (addUpscaling specifies no depth texture) - post-processing disabled, 3d_mode = sidebyside / topbottom / crossview (populateSideBySidePipeline specifies no depth texture) - post-processing disabled, 3d_mode = interlaced (probably, can't test since it's broken) (populateInterlacedPipeline specifies no depth texture) With post-processing disabled, the world is rendered to the TextureBufferOutput created in the functions listed above, so a depth buffer is needed (-> this workaround is needed). With post-processing enabled, only a fullscreen rectangle is rendered to this TextureBufferOutput, so a depth buffer isn't actually needed. But: These pipeline steps shouldn't rely on what ends up being rendered to the TextureBufferOutput they provide, since that may change. This workaround was added in 1e9640395468beb53f70303ef6b7aa72e395b7b4 / https://irc.minetest.net/minetest-dev/2022-10-04#i_6021940 This workaround should be replaced by explicitly configuring depth textures where needed. ---------------------------------------- | 1 年前 | |
Improve volumetric lighting performance (#17360) This cuts the GPU cost of volumetric lighting ("godrays"), which is currently one of the more expensive effect toggles, without visible quality loss. | 1 个月前 | |
Clean up header includes (#16674) | 10 个月前 | |
Clean up header includes (#16674) | 10 个月前 | |
Replace some raw pointers by unique_ptr (#16304) | 1 年前 | |
Break include chains and tidy (part 2) | 11 个月前 | |
Clean up header includes (#16674) | 10 个月前 |
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