mafiesto4
bc36168318
Optimize Animated Model rendering with hardware instancing
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All models are using the same global buffer for skinned bones which allows to share shader binding for instancing.
Refactor draw call for batching skinned mesh draws.
Remove `SkinnedMeshDrawData` and merge it into `AnimatedModel` internals.
2026-06-15 17:59:41 +02:00
mafiesto4
4fd7f51fdf
Optimize LightmapUVs to be stored already as Half4 to avoid runtime conversions during rendering
2026-04-27 21:53:11 +02:00
mafiesto4
361fc3ecfb
Add stencil buffer usage with object layer information
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#3080 #967
2025-10-07 18:07:23 +02:00
mafiesto4
9c3fd052cd
Remove copyright year from source files and update to 2025
2025-04-07 19:22:21 +02:00
mafiesto4
aa8add7b38
Fix large worlds rendering of meshes
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Add `Double4x4` for higher precision matrices operations
#2985
2025-02-11 13:01:48 +01:00
mafiesto4
63bee0c78d
Add IndirectLightingIntensity to Sky for GI intensity control
2024-08-12 15:34:08 +02:00
mafiesto4
cdbb2cc813
Refactor shader structures naming with a prefix
2024-03-25 17:52:48 +01:00
mafiesto4
859c420d76
Update year in copyright note
2024-02-26 19:00:48 +01:00
mafiesto4
98d5769558
Fix performance bug in Development/Release builds due to incorrect draw calls batching (uninitialized memory)
2023-09-28 10:59:09 +02:00
mafiesto4
8cd8ae93c3
Add ObjectRadius to DrawCall to properly cull local lights and env probes in Forward Shading
2023-09-20 15:01:02 +02:00
mafiesto4
aa8d6f7c79
Fix ribbon particles triangle indices ordering to prevent artifacts
2023-02-03 13:30:48 +01:00
mafiesto4
a7e428a21c
Merge branch 'master' into 1.5
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# Conflicts:
# Content/Shaders/GI/DDGI.flax
# Content/Shaders/GI/GlobalSurfaceAtlas.flax
# Content/Shaders/TAA.flax
# Content/Shaders/VolumetricFog.flax
# Source/Editor/CustomEditors/Editors/ActorTagEditor.cs
# Source/Engine/Core/Config/GraphicsSettings.cpp
# Source/Engine/Engine/PostProcessEffect.cs
# Source/Engine/Graphics/GPUResourcesCollection.cpp
# Source/Engine/Graphics/GPUResourcesCollection.h
# Source/Engine/Graphics/PostProcessBase.h
# Source/FlaxEngine.Gen.cs
2023-01-10 15:37:55 +01:00
mafiesto4
9626e9bbb6
Update copyright year
2023-01-10 15:29:37 +01:00
mafiesto4
3b4d91924f
Add draw call sorting keys generation during draw calls collection (async)
2022-11-16 09:20:56 +01:00
mafiesto4
0f619c2cb6
Simplify code
2022-11-03 00:19:21 +01:00
mafiesto4
e43515f653
Merge remote-tracking branch 'origin/gi' into large-worlds
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# Conflicts:
# Source/Engine/Graphics/PostProcessSettings.cpp
# Source/Engine/Level/Actors/SkyLight.cpp
# Source/Engine/Renderer/GBufferPass.cpp
# Source/Engine/Renderer/GI/GlobalSurfaceAtlasPass.cpp
# Source/Engine/Renderer/GlobalSignDistanceFieldPass.cpp
# Source/Engine/Renderer/GlobalSignDistanceFieldPass.h
# Source/Engine/Renderer/RenderList.h
2022-06-13 00:46:33 +02:00
mafiesto4
a881c90b2e
Refactor engine to support double-precision vectors
2022-06-13 00:40:32 +02:00
mafiesto4
72c0474397
Add realtime sky/skybox capturing for GI
2022-05-23 12:53:39 +02:00
mafiesto4
4c98e0a335
Add IsSingleFrame to RenderView for thumbnails/pre-render views drawing without temporal effects and LOD transitions
2022-04-04 17:11:01 +02:00
mafiesto4
8c2241c6dc
Update copyright year
2022-01-14 13:31:12 +01:00
mafiesto4
1dee615d6e
Add Volumetric Fog support for particles to modify local fog
2021-03-05 13:58:15 +01:00
mafiesto4
c9ea812a24
Optimize DrawCall to pack indirect draw arg and graphics draw data with union
2021-02-15 11:52:06 +01:00
mafiesto4
da784e98e5
Add Deformable material domain
2021-02-08 15:44:38 +01:00
mafiesto4
9e6243adcc
Refactor material shaders generator to use modular features as extensions
2021-02-04 14:58:01 +01:00
mafiesto4
a560b19cbc
Refactor draw calls and instancing logic to be more modular
2021-02-03 09:33:48 +01:00
mafiesto4
85a6f485f1
Fixes and tweaks
2021-02-02 12:52:37 +01:00
jb-perrier
03eb39afe6
Bumping all copyright headers to 2021.
2021-01-02 14:28:49 +01:00
mafiesto4
6fb9eee74c
You're breathtaking!
2020-12-07 23:40:54 +01:00