Closed GoogleCodeExporter closed 9 years ago
Original comment by wuye9036
on 18 Sep 2013 at 10:39
This issue was updated by revision d29984c2db26.
SALVIA:
Add prototype shaders and source files for shadow map.
Original comment by wuye9036
on 18 Sep 2013 at 10:49
This issue was updated by revision efc55fad41e7.
SALVIA:
Add set_ps to vector.
Add bounding_box declaration as prototype.
Original comment by wuye9036
on 18 Sep 2013 at 10:54
This issue was updated by revision bfd09a65bcc1.
SALVIA:
Add compile_from_file to API.
Now color buffer could be null.
Buffer allocation is aligned to fixing unalignment error on some platforms.
Original comment by wuye9036
on 18 Sep 2013 at 2:04
This issue was updated by revision 03778496b7cc.
Samples:
Rename shader file names.
Fixed a crash error in diag_item formatting to string when file is opened failed.
Return nullptr if shader is compiled with error.
Add files into project StandardShadowMap.
Original comment by wuye9036
on 18 Sep 2013 at 6:07
This issue was updated by revision fcf8ea6be287.
SALVIA:
Move shader of SSM to resource.
Because first iterator of wave is lazy-evaluated and it will throw exception,
so if we call wctxt->begin() != wctxt->end, it will throw exceptions.
Just catch them to resolve it with hack-style.
Replace unique_ptr.swap( expired_unique_ptr ) to "unique_ptr == expired_unique_ptr".
Fixed missed error detection in error_count.
Original comment by wuye9036
on 19 Sep 2013 at 5:11
This issue was updated by revision a49ac9da0a06.
StandardShadowMap:
Fixed shader file path of gen_sm,
Fixed compilation error in GenSM.savs,
Now target sample count, viewport limitation was set right when color buffer isn't set,
Add fps_counter to simplify FPS computation,
Improve implementation of SSM,
Draw pass works without shader.
Original comment by wuye9036
on 21 Sep 2013 at 3:45
This issue was updated by revision 235a38e30568.
SSM:
Add light WVP matrix to draw pass vertex shader.
Original comment by wuye9036
on 23 Sep 2013 at 1:28
This issue was updated by revision eca6a9bd8ee3.
SSM: Add plane to demo.
Original comment by wuye9036
on 24 Sep 2013 at 9:23
This issue was updated by revision c6c9ed15d5f1.
SALVIA:
Remove shim data cache for fixing bugs.
Original comment by wuye9036
on 26 Sep 2013 at 11:08
This issue was updated by revision e5e0aabe7198.
SALVIA: Remove warnings of unused parameters in allocator.
Original comment by wuye9036
on 27 Sep 2013 at 5:47
This issue was updated by revision ca16e41f5883.
SALVIA: Add declare/set sampler interface to cpp_shader.
Original comment by wuye9036
on 28 Sep 2013 at 3:29
This issue was updated by revision 02650b0352f8.
SALVIA:
Now sampler is only legal resource of shader and texture isn't no longer.
STILL HAVE COMPLIATION ERROR.
Original comment by wuye9036
on 29 Sep 2013 at 11:51
This issue was updated by revision af40392f1ad2.
Merged.
Original comment by wuye9036
on 29 Sep 2013 at 11:51
This issue was updated by revision b0a6882ef9be.
SALVIA: Fixed compilation errors. All test passed.
Original comment by wuye9036
on 29 Sep 2013 at 11:51
This issue was updated by revision c1cfd02ee96a.
Build script: Try to support vs2013.
Original comment by wuye9036
on 2 Oct 2013 at 4:12
This issue was updated by revision c3dbe9a51b75.
Sample:
Fixed crash while mtl->tex is null.
Original comment by wuye9036
on 18 Oct 2013 at 8:09
This issue was updated by revision 8a5d102f566d.
SALVIA:
Fixed crash when variable name is not available for current shader.
Fixed FPS computation error.
Original comment by wuye9036
on 21 Oct 2013 at 12:16
This issue was updated by revision 978fb5e3c240.
SALVIA: set_render_targets now work with color_target_count == 0.
Original comment by wuye9036
on 21 Oct 2013 at 12:16
This issue was updated by revision b9e0d24df5c4.
SASL: Fixed a layout computation bug if entry function of shader is formed as:
float4 main(): SV_Position.
Original comment by wuye9036
on 21 Oct 2013 at 12:16
This issue was updated by revision 1e0c9b30d734.
SALVIA:
Add new prototype for tex2dlod.
Early z is disabled when depth output is enabled by cpp pixel shader.
Now depth could be overwritten by pixel shader.
Fixed bug of sampling with address_border.
Now depth is not multiplied 0.5 in viewport transform because the z range generated by projection matrix we've used is 0-1.
StandardShadowMap demo is enabled(ESM).
Original comment by wuye9036
on 21 Oct 2013 at 12:16
This issue was updated by revision 82b0f63a8a1b.
Now we used KlayGE improved ESM.
Original comment by wuye9036
on 21 Oct 2013 at 3:29
Original comment by wuye9036
on 1 Nov 2013 at 5:16
Original issue reported on code.google.com by
wuye9036
on 15 Apr 2013 at 5:23