tobspr
0fcfb8e372
New file headers, new comment style
2016-02-17 17:47:48 +01:00
rdb
6eb460c359
Add ability to cache compiled GLSL shaders, remove unused ShaderUtilization
2016-01-13 19:58:11 +01:00
rdb
25451feb87
Improve shadow system, add point light shadows, GLSL shadow inputs
2015-12-07 21:12:07 +01:00
rdb
0ae2df7e02
Merge branch 'release/1.9.x'
2015-11-01 15:54:58 +01:00
rdb
d3494edf2c
Address some rare crashes at shutdown
2015-10-31 04:11:12 +01:00
rdb
f33e450823
A lot of performance changes, particularly wrt dcasts and state management
2015-07-27 16:32:57 +02:00
rdb
adb02a8f45
Compile out things irrelevant for target build, like ShaderGenerator when !HAVE_CG
2015-04-06 13:24:45 +02:00
rdb
7ba0469148
Shader generation should be done in cull, not in draw
2015-01-23 15:03:50 +01:00
rdb
0ad0d4ec33
Further optimizations to the cull pipeline.
...
The only transform still stored in CullableObject is internal transform.
NB: I haven't tested my PipeOcclusionCullTraverser changes. Please contact me if you encounter problems with it.
2015-01-22 16:22:16 +01:00
rdb
94e5bbf579
Changes to support a custom GraphicsWindow derivation
2015-01-21 20:32:00 +01:00
rdb
7d0c1420c2
Bypass view frustum cull entirely when camera has OmniBV
2014-12-11 16:27:51 +01:00
rdb
a65b477734
Commit patches by cfsworks:
...
cxx: Fix missing includes masked by composite builds.
misc: Fix typos in comments.
config: Fix missing config forward-declarations.
direct: Adjust Python imports to panda3d.* instead of pandac.*.
display: Split graphicsWindow out into an extension.
framework: Use if/elif/elif/endif instead of ifdef/elif/elif/endif.
ode: Remove erroneous INLINE declarations.
interval: Fix missing import.
2014-10-19 22:41:47 +00:00
rdb
db0fd516a0
Add GPU profiling capabilities to PStats using OpenGL timer queries
2014-09-24 23:53:37 +00:00
rdb
f8675fcd7b
Allow calling dispatch_compute directly to GraphicsEngine
2014-07-03 21:57:33 +00:00
rdb
2274f2e651
FBO overhaul: support layered framebuffers (RTM_bind_layered), support render-to-2d-array, better respect FrameBufferProperties, more simple handling of RTP_depth_stencil
2013-08-13 12:44:27 +00:00
David Rose
9a93914d58
properly support a different coordinate system per camera (or lens)
2012-03-14 20:51:58 +00:00
rdb
39e520268d
fix debugging message accidentally left in
2012-02-13 06:59:22 +00:00
David Rose
841bfb0743
fix Tut-Fireflies demo (problem with initially zero-sized buffers)
2012-02-12 21:40:16 +00:00
David Rose
d743dc8a55
The buffer flip should be performed in end_flip(), not in begin_flip(). This long-existing mistake caused double-flips with parasite buffers in effect.
2012-02-10 18:21:55 +00:00
David Rose
d34c964e53
UnionBoundingVolume, IntersectionBoundingVolume, Camera::set_cull_bounds()
2012-02-09 21:55:31 +00:00
David Rose
fdca621619
slightly more robust handling of CallbackGraphicsWindow
2012-01-14 16:21:53 +00:00
David Rose
e08f1d204f
more WxPandaWindow fixes
2012-01-13 23:42:23 +00:00
David Rose
56f22e0692
WxPandaWindow
2012-01-08 16:10:18 +00:00
rdb
2d78a0503b
more easily extendable DisplayRegion
2012-01-07 18:52:20 +00:00
David Rose
f110a269c8
GraphicsEngine::get_render_lock()
2012-01-03 03:05:54 +00:00
rdb
49326183a9
it'd be so incredibly useful if GraphicsEngine just outputted what kind of buffer it created as an info message
2011-12-29 12:45:50 +00:00
David Rose
ae76495d75
SubprocessWindow requires a ReMutex to avoid self-deadlock
2011-12-05 05:24:21 +00:00
David Rose
3d89cef544
Add Texture::set_auto_texture_scale()
2011-11-28 21:42:44 +00:00
rdb
b9c02b60a5
Commit patch by teedee to fix CollisionBox reporting in PStats
2011-11-25 08:55:56 +00:00
David Rose
a821755936
bandaid around race condition
2011-10-05 19:11:28 +00:00
David Rose
bee4cb326a
pipeline GraphicsOutput::set_active() to better support offscreen rendering in threaded mode
2011-10-03 20:23:17 +00:00
David Rose
c7adc6246f
build on msvs2010
2011-09-28 23:56:59 +00:00
David Rose
27f8cf2e06
add loaded_textures_lock to avoid deadlock
2011-09-02 19:31:32 +00:00
David Rose
6872488839
stereo/multiview textures
2011-08-08 18:55:26 +00:00
David Rose
f520917426
fix some more build issues
2010-06-22 21:51:13 +00:00
Bei Yang
626cb5966a
Added a windows OpenGL implementation of finish frame and begin finish. This allows for frame flip syncronization across multiple machines. This is a change made by WDI to aid cave rendering
2010-06-11 16:43:53 +00:00
David Rose
4fd129413a
more robust handling of glx version and extension functions w.r.t. pbuffers and pixmaps
2010-03-08 20:58:06 +00:00
David Rose
478909b764
avoid crash at exit
2009-12-30 00:03:31 +00:00
David Rose
154812d25a
protect against recursive entry to do_pending()
2009-09-08 02:15:10 +00:00
David Rose
a3db8b63df
hew a little closer to panda conventions
2009-06-02 06:06:41 +00:00
David Rose
58c13de4ca
integrate changes from Schell Games (plus some tab character fixes)
2009-06-01 21:51:15 +00:00
David Rose
6829badc7e
force-parasite-buffer
2009-05-27 02:36:43 +00:00
David Rose
8358dfc7b7
iphone orientation
2009-04-25 23:14:12 +00:00
rdb
d2df9f3618
Fix crash with window creation in an event
2009-04-03 18:27:01 +00:00
rdb
38385867ee
Don't use vector iterator in draw_bins, to allow buffer creation during the draw traversal
2009-03-24 15:23:51 +00:00
David Rose
eee0f7321b
fix vertex-buffer problem in callbacks
2009-03-15 00:01:05 +00:00
David Rose
0c90c36fd7
new callback system
2009-03-14 19:31:37 +00:00
David Rose
7af1350e4e
pass GraphicsEngine through to constructors
2009-02-25 23:04:45 +00:00
David Rose
cd48a64f86
StereoDisplayRegion
2009-02-20 20:55:15 +00:00
David Rose
ec408822c5
prevent overactive texture reload
2009-02-05 00:58:09 +00:00