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
9daddccbed
Merge remote-tracking branch 'origin/master' into 1.9
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# Conflicts:
# Source/Editor/Modules/ContentDatabaseModule.cs
# Source/Editor/Surface/SurfaceUtils.cs
# Source/Editor/Windows/Assets/MaterialInstanceWindow.cs
# Source/Engine/Foliage/Foliage.cpp
# Source/Engine/Graphics/Models/MeshBase.h
# Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp
2024-09-12 13:38:20 +02:00
mafiesto4
545e59aba5
Fix lightmap uvs density view to handle scale in lightmap and outline non-static objects
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#2080
2024-09-09 05:59:17 +02:00
mafiesto4
516ed3e9a0
Cleanup some rendering code
2024-06-28 21:21:17 +02:00
mafiesto4
2edb9cc4d8
Fix compilation warnings when using 64-bit coords
2024-05-08 23:24:23 +02:00
mafiesto4
859c420d76
Update year in copyright note
2024-02-26 19:00:48 +01:00
mafiesto4
9e269b8e58
Merge branch 'terrainscripting' of https://github.com/Withaust/FlaxEngine into Withaust-terrainscripting
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# Conflicts:
# Source/Engine/Terrain/Terrain.h
# Source/Engine/Terrain/TerrainPatch.h
2024-02-16 23:49:33 +01:00
mafiesto4
6d5d615894
Fix crash when drawing terrain without cached neighbor chunks
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#2087
2023-12-16 16:38:16 +01:00
Wiktor Kocielski
9d1b287cd7
Terrain-related classes exposure to scripting API
2023-10-24 05:17:16 +03:00
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
d798b10d4c
Remove unlogical PrefabManager::IsNotCreatingPrefab (use IsCreatingPrefab flag)
2023-06-09 22:49:19 +02:00
mafiesto4
f127bbebe1
Refactor enum flags with __underlying_type and new EnumHasAnyFlags/EnumHasAllFlags
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Fixes #832
Closes #886
2023-01-15 12:44:39 +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
39dc439cd8
Revert "Remove unused LodProxyView feature from RenderContext (shadow projections are using the same draw batch as main view now)"
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This reverts commit c33fe04645 .
2022-11-26 20:37:04 +01:00
mafiesto4
bdb27fef1b
Minor optimizations
2022-11-26 12:08:53 +01:00
mafiesto4
3b4d91924f
Add draw call sorting keys generation during draw calls collection (async)
2022-11-16 09:20:56 +01:00
mafiesto4
eb52d333ae
Refactor scene rendering to use batched culling for main view and shadow projections
2022-10-28 17:53:21 +02:00
mafiesto4
62ff305fad
Fixes for Terrain with Large Worlds usage
2022-07-03 15:38:39 +02:00
mafiesto4
27d266546e
Various fixes and improvements for large worlds rendering
2022-06-28 20:26:01 +02:00
mafiesto4
134c8b99aa
Add relative-to-camera rendering for large worlds
2022-06-21 20:03:13 +02:00
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
1f1ed2bf60
Fix terrain draw modes to collect only current draw pass
2022-06-06 10:28:58 +02:00
mafiesto4
8c2241c6dc
Update copyright year
2022-01-14 13:31:12 +01:00
mafiesto4
0e75dba142
Optimize C++ compilation time
2021-04-30 16:27:57 +02:00
mafiesto4
a21d1a91fc
Fix compilation warnings under Clang 10
2021-02-23 23:28:28 +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
312e4ad010
Merge branch 'master' into 1.1
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# Conflicts:
# Source/Engine/Content/JsonAsset.h
# Source/Engine/Core/Config/Settings.h
2021-02-15 10:40:59 +01:00
mafiesto4
81e41d51c8
Remove Unlink from asset reference
2021-02-10 11:37:14 +01:00
mafiesto4
2325de3ddc
Fix missing terrain bounds update after modifying terrain
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Fixes #5
2021-02-07 21:11:04 +01:00
mafiesto4
a560b19cbc
Refactor draw calls and instancing logic to be more modular
2021-02-03 09:33:48 +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