Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.
Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.
Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.
Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.
Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.
Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.
Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.
Fixes#504, #579.
This was SVN commit r15445.
Add shadow filtering (PCF) option.
Fix ugly shadow saturation in old lighting mode.
Fix fancy water shader.
Fix camera matrix computation.
Support scissoring of camera frustum.
Optimise vertex skinning.
Inline various matrix functions.
Support filtering of the list of submitted models before a rendering
pass, for more precise culling.
Optimise water renderer (fixes#721, based on patch by ortalo).
Use scissoring when generating reflection/refraction textures.
Skip reflection/refraction texture generation when no water is visible.
Render alpha-blended objects differently (fixes#434).
Reduce shadow swimming effects.
This was SVN commit r9814.
- u_anim_name disambiguation
- fix implementation of finite (use our fpclassify instead of compiler's
routine)
- รค -> ae
- workaround for MAP_ANONYMOUS
- fix GLint in ogl.cpp
- add include for SIZE_MAX in string_s
- avoid PIC clobbered error and speed up rdtsc a bit
- add include for stat
This was SVN commit r4170.
This is a huge patch, including:
* add a LitRenderModifier abstract base class for RenderModifiers with
shadow+light
* add LitRenderModifiers for all types of models
* add STREAM_TEXGENTOUV1 to request generation of shadow map texcoords
for models
* create facilities to pass the texture matrix from the
RenderModifier (fragment stage) to the ModelRenderer (vertex stage)
* split ambient and diffuse terms of lighting until further down in the
pipeline; this is necessary since shadowed regions receive only
ambient light
* small improvement in how RenderPathVertexShader scales to a greater
number of vertex shaders
This was SVN commit r3690.
self-shadowing and shadows on models in general.
Usage of depth textures can be toggled using
?renderer.useDepthTexture = true/false in the JavaScript console.
This was SVN commit r3495.