Commit Graph

75 Commits

Author SHA1 Message Date
scrawl 93cc08a09c Lighting fix for LightListCallbacks attached to a Transform node 2016-01-11 23:10:16 +01:00
scrawl 438b30d6f0 Move configureLight to a separate file 2016-01-11 23:10:16 +01:00
scrawl 4a9b37aa53 Fix copy constructor issue 2015-12-04 18:08:32 +01:00
scrawl 8e9571d155 Double buffer the light StateAttributes and StateSets
Fixes a race condition where the position of a light could jump a frame ahead.
2015-12-04 00:06:22 +01:00
scrawl 1b77428c59 Use const reference, thanks ace13 2015-11-24 03:42:35 +01:00
scrawl fc7456e0a1 Explicitely opt for float matrices in performance critical places 2015-11-22 19:54:27 +01:00
scrawl 21e25f4756 Use the traversalNumber as frame number 2015-11-16 20:03:45 +01:00
scrawl 35459f20d5 Refactor lighting mask 2015-11-10 17:23:12 +01:00
scrawl c23609e22b Cache the light list in LightListCallback
When multiple cameras are rendering, the later cameras can reuse the light lists from the first camera.
2015-11-04 00:19:15 +01:00
scrawl 49df6b7450 LightManager: fix incorrect view matrix for RELATIVE_RF cameras 2015-10-23 21:25:56 +02:00
scrawl 6dff11f847 Duplicate code fix 2015-10-23 18:16:26 +02:00
scrawl 8552a9d82c Add multiple camera support to LightManager 2015-10-23 01:58:22 +02:00
scrawl b3f5ac5dbb Include cleanup 2015-07-25 02:11:49 +02:00
scrawl 631cec7304 Take the radius of lights into account when sorting 2015-07-02 20:46:34 +02:00
scrawl aad8e7b6d0 Light culling fix 2015-06-15 19:37:44 +02:00
scrawl 18f4eaa8dc Preliminary handling for overflowing light lists 2015-06-15 18:56:40 +02:00
scrawl acf9fc2d37 Enable per-frame light list updates (Bug #2638, Bug #2654)
The performance impact isn't so big anymore since the last commit.
2015-06-15 18:15:26 +02:00
scrawl 1d198a5592 Keep the light list StateSet cache for more than one frame 2015-06-15 18:09:01 +02:00
scrawl 5a7f2a4f1f Restore light attenuation settings 2015-06-02 17:02:56 +02:00
scrawl 3dcb167066 Map rendering 2015-05-26 16:40:44 +02:00
scrawl 8b768f4377 Minor fix for behaviour with non-existing LightManager 2015-05-18 21:06:42 +02:00
scrawl 987e923790 LightManager optimization 2015-04-12 19:44:48 +02:00
scrawl 61aaf0cf70 Attach light lists to the object base nodes instead of each renderable
Apparently that is how Ogre worked (on the SceneNode) so let's roll with it for now. Have not tested yet what MW does.
2015-04-12 18:03:36 +02:00
scrawl c92592493e OpenMW: create a window and render the starting cell(s) 2015-04-12 15:38:30 +02:00
scrawl 591a35b8d7 *very* early version of the LightManager 2015-04-10 23:16:17 +02:00