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14 Commits

Author SHA1 Message Date
543472b77b Optimization of isBoxVisible + cleanup, fixes #3712
This was SVN commit r17561.
2015-12-28 16:27:31 +00:00
b1b96a89d6 Fix culling for shadows and reflections.
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.
2014-06-25 01:11:10 +00:00
vts
85186c98b2 Better selection boxes. Closes #914, #295, #810.
This was SVN commit r10593.
2011-11-25 06:36:13 +00:00
b08e142193 Graphics optimisations and features from eihrul.
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.
2011-07-12 23:48:05 +00:00
1743645fd3 Simplify the overly-complex CppDoc-breaking file headers
This was SVN commit r6832.
2009-04-18 17:51:05 +00:00
c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00
c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00
b755ddefda remove all author/modified by tags.
make include guards consistent.

This was SVN commit r5040.
2007-05-07 16:33:24 +00:00
pyrolink
50e5e9acd9 # Aura and territory rendering
-Auras now take additional parameters from XML, containing a tag for r,
g, b, and a.  No line thickness parameter yet.
-For territories, added function to frustum for determining if line
segment passes through the frustum.

This was SVN commit r4242.
2006-08-25 06:04:33 +00:00
5f7855f7f0 Simplification of #Include paths: relative names are used only for included files in the same directory as the including file; everything else uses the full path relative to source/.
This was SVN commit r3930.
2006-06-02 02:10:27 +00:00
3d26549032 Fixed file properties - removed svn:executable and svn:keywords (left over from CVS conversion?) from all files; set svn:eol-style=native for *.cpp, *.h (and fixed files with inconsistent line endings)
This was SVN commit r3802.
2006-04-23 23:14:18 +00:00
0d648b2df8 #More accurate bounds calculations to improve shadow resolution
and a fix for the auto-build: #define enums from EXT_framebuffer_object

* clip shadow bounds to frustum
* add CBrush, a class representing a convex object

This was SVN commit r3695.
2006-03-26 21:58:48 +00:00
2790981eae CVSROOT: doesn't seem particularly useful now
ObjectBase: removed support for old actor format
Various: reduced sometimes-unnecessary header inclusions
Atlas: slightly nicer tool and message systems

This was SVN commit r2816.
2005-09-30 00:59:42 +00:00
notpete
7fb944a1e1 Either moved from terrain directory, or an inital revision, depending on the file. Whole bunch of changes related to props and animation.
This was SVN commit r306.
2004-05-29 20:56:24 +00:00