Ykkrosh
b1b96a89d6
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. |
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binaries | ||
build | ||
docs | ||
libraries | ||
source | ||
.gitattributes | ||
license_dbghelp.txt | ||
license_gpl-2.0.txt | ||
license_lgpl-2.1.txt | ||
LICENSE.txt | ||
README.txt |
0 A.D. Introductory Information ================================= 0 A.D. (pronounced "zero ey-dee") is a free, open-source, cross-platform real-time strategy game of ancient warfare. This is currently an incomplete, under-development version of the game. We're always interested in getting more people involved, to help bring the game towards completion and to share the interesting experience of developing a project of this scope. There are several ways to contact us and find more information: Web site: http://play0ad.com/ Forums: http://www.wildfiregames.com/forum/ Trac (development info, bug tracker): http://trac.wildfiregames.com/ IRC: #0ad on irc.quakenet.org --------------------------------------- Running precompiled binaries on Windows --------------------------------------- Open the "binaries\system" folder. To launch the game: Run pyrogenesis.exe To launch the map editor: Run Atlas.bat or "pyrogenesis.exe -editor" ----------------------------------- Compiling the game from source code ----------------------------------- The instructions for compiling the game on Windows, Linux and OS X are at http://trac.wildfiregames.com/wiki/BuildInstructions ------------------ Reporting problems ------------------ Bugs should be reported on Trac. For information on reporting problems and finding logs, see http://trac.wildfiregames.com/wiki/ReportingErrors