Commit graph

  • 6ba1012355 Basic FPS controller. Lubos Lenco 2016-03-28 23:02:42 +0200
  • d6f33836f5 Noise texture. Lubos Lenco 2016-03-26 12:54:07 +0100
  • d6e7a7d1ca Alchemy AO Lubos Lenco 2016-03-26 12:53:25 +0100
  • 9145384a9c DoF, bokeh, vignette pass Lubos Lenco 2016-03-23 23:35:44 +0100
  • 0da78eac3e Motion blur pass. Lubos Lenco 2016-03-23 15:09:12 +0100
  • 37155ddf6b Begin motion blur. Lubos Lenco 2016-03-23 00:17:21 +0100
  • d486d38614 Deferred shadows. Lubos Lenco 2016-03-22 23:35:54 +0100
  • 01c8806abd Blur and SSAO passes Lubos Lenco 2016-03-22 12:04:08 +0100
  • 3578f775f5 FXAA Lubos Lenco 2016-03-20 21:38:01 +0100
  • bbda9e9c88 Full featured deferred lighting. Lubos Lenco 2016-03-20 18:44:11 +0100
  • dc2d85f446 Bind envmaps. Lubos Lenco 2016-03-19 21:25:53 +0100
  • 1fc28ceacd More deferred rendering. Lubos Lenco 2016-03-18 23:02:00 +0100
  • 73325c8244 Path-trace pipeline nodes Lubos Lenco 2016-03-17 20:56:03 +0100
  • bbd7ee2353 Basic path-trace renderer pipeline. Lubos Lenco 2016-03-17 19:29:53 +0100
  • ed6f725944 Math is fun again Lubos Lenco 2016-03-15 11:43:06 +0100
  • 18a1add122 Depth, SSAO and blur passes Lubos Lenco 2016-03-15 11:29:53 +0100
  • 41f2a799c9 Sync shader Lubos Lenco 2016-03-13 12:50:52 +0100
  • 41ee896f42 Refactoring nodes Lubos Lenco 2016-03-12 12:11:55 +0100
  • 3d4d3bd169 Depth textures Lubos Lenco 2016-03-11 15:07:41 +0100
  • f4a609e221 PCF and VSM Lubos Lenco 2016-03-09 23:59:18 +0100
  • 1877297031 Orthogonalize tangents Lubos Lenco 2016-03-09 15:29:46 +0100
  • 886725f42a Improve tangent export Lubos Lenco 2016-03-09 13:08:46 +0100
  • 8098ae931d Material work Lubos Lenco 2016-03-08 14:45:22 +0100
  • 51adf1ef1c Sync with latest Kha Lubos Lenco 2016-03-07 22:51:17 +0100
  • 813966f4ea Improve shader resource parsing Lubos Lenco 2016-02-21 21:06:01 +0100
  • 06f1385e82 Basic vehicle simulation Lubos Lenco 2016-02-20 12:46:12 +0100
  • bbef9544fa Physics drag trait Lubos Lenco 2016-02-19 11:41:54 +0100
  • 46f993ebd3 Mipmaps and texture params Lubos Lenco 2016-02-18 15:26:45 +0100
  • 6612795422 Properly process else directives in shaders Lubos Lenco 2016-02-17 01:26:07 +0100
  • 4256fa8b8e Static mesh rigid body type Lubos Lenco 2016-02-15 14:26:45 +0100
  • b5e5334fb1 Fix rigid body params Lubos Lenco 2016-02-15 14:05:56 +0100
  • e2ab26a8f3 Unite def names Lubos Lenco 2016-02-15 12:48:15 +0100
  • b95f047c57 Improve normal mapping Lubos Lenco 2016-02-14 15:33:23 +0100
  • 3c112ed571 Roughness, metalness and occlusion maps export Lubos Lenco 2016-02-13 20:22:25 +0100
  • 4cec4f5a98 Basic image based lighting Lubos Lenco 2016-02-13 14:22:04 +0100
  • ccb7ede766 Include cubemap filtering tool Lubos Lenco 2016-02-10 18:47:49 +0100
  • 42f7de586f Compile raw shaders Lubos Lenco 2016-02-08 21:31:53 +0100
  • 83f8a82247 Improve assets references Lubos Lenco 2016-02-08 17:28:05 +0100
  • e4d811c22f Update blend data Lubos Lenco 2016-02-08 15:01:36 +0100
  • 5b7617f3f0 Parse world nodes Lubos Lenco 2016-02-08 14:58:55 +0100
  • 574eae7f7b Load resources from blend file Lubos Lenco 2016-02-08 12:03:20 +0100
  • d74fa3c777 Export logic nodes to separate folder Lubos Lenco 2016-02-07 23:03:52 +0100
  • 888f633871 Parse PBR shader Lubos Lenco 2016-01-31 00:20:07 +0100
  • c206ca5790 Parse vcols attribute Lubos Lenco 2016-01-29 10:52:13 +0100
  • 9593029e95 Lighting bool Lubos Lenco 2016-01-28 23:54:31 +0100
  • a388b54a33 Material parsing work Lubos Lenco 2016-01-28 23:26:10 +0100
  • 4c3468b6f4 Automate generating shader variations Lubos Lenco 2016-01-28 14:47:46 +0100
  • 6f50e4cd70 Deferred pipeline nodes Lubos Lenco 2016-01-28 13:21:51 +0100
  • c8bdae0ba9 Trait parameters UI Lubos Lenco 2016-01-28 12:32:05 +0100
  • 18a1195ca5 Add only needed shader resources Lubos Lenco 2016-01-28 01:35:43 +0100
  • e26fef7bd9 Switch to modern glsl Lubos Lenco 2016-01-28 00:58:00 +0100
  • e8d7f7d6e4 Generate forward pipeline nodes Lubos Lenco 2016-01-27 23:40:33 +0100
  • 6a7d93ce04 Rendering pipeline nodes Lubos Lenco 2016-01-26 14:36:55 +0100
  • db8088862a Export built-in traits Lubos Lenco 2016-01-25 22:29:50 +0100
  • 0358c3122f Spherical billboards Lubos Lenco 2016-01-25 20:43:11 +0100
  • 7d233231fd Set startup scene Lubos Lenco 2016-01-25 16:46:13 +0100
  • 8826415258 Skinning class Lubos Lenco 2016-01-24 22:32:51 +0100
  • 6f83bfe49e Use Kha matrix layout Lubos Lenco 2016-01-21 22:44:15 +0100
  • c275ca7625 Reworking matrix structure Lubos Lenco 2016-01-21 19:02:02 +0100
  • ddabd1f218 Unified Bullet API Lubos Lenco 2016-01-21 02:37:36 +0100
  • 6dbe92199f Correctly export logic nodes Lubos Lenco 2016-01-20 17:58:31 +0100
  • 3fe1d8fa3f Exporter work Lubos Lenco 2016-01-20 15:22:01 +0100
  • 7dcb080d49 Merge duplicated shader references Lubos Lenco 2016-01-17 22:38:46 +0100
  • 77e58ee700 Remove compiled python files Lubos Lenco 2016-01-17 22:32:12 +0100
  • 0ed6161ed8 Ignore compiled python files Lubos Lenco 2016-01-17 22:31:31 +0100
  • 07ff2f8c6e Geometry usage Lubos Lenco 2016-01-11 21:10:33 +0100
  • 42369a0cd8 Texture parameters base Lubos Lenco 2016-01-11 17:46:01 +0100
  • fb96a0460c Custom pipeline and material Lubos Lenco 2016-01-11 16:03:55 +0100
  • fc3b002c70 Optional physics Lubos Lenco 2016-01-11 13:50:54 +0100
  • 3b0862afe5 Include only referenced shaders Lubos Lenco 2016-01-11 13:07:44 +0100
  • 9d3eb8a8fd Deferred rendering progress Lubos Lenco 2016-01-03 19:41:42 +0100
  • 2d213340bf Deferred rendering progress Lubos Lenco 2016-01-03 19:41:00 +0100
  • 6749552751 Compiler guards for physics traits Lubos Lenco 2015-12-24 16:12:32 +0100
  • 3c4972ac09 Begin deferred pipeline Lubos Lenco 2015-12-21 15:20:00 +0100
  • d2c189f98b Merge 4f08dd0ff9 into 024742908d The Gitter Badger 2015-12-19 18:24:52 +0000
  • 4f08dd0ff9 Add Gitter badge The Gitter Badger 2015-12-19 18:24:51 +0000
  • 024742908d Speaker nodes Lubos Lenco 2015-12-18 01:01:41 +0100
  • c2d721413d Cache bone nodes Lubos Lenco 2015-12-17 23:48:59 +0100
  • 96b51022e1 Parse camera type and clear color Lubos Lenco 2015-12-17 20:37:12 +0100
  • d89adbb34e Shader variants refactor Lubos Lenco 2015-12-17 20:07:23 +0100
  • 58f4eaf8d5 GPU skinning Lubos Lenco 2015-12-17 14:25:42 +0100
  • fbfbe62fc7 Begin GPU skinning Lubos Lenco 2015-12-15 23:09:08 +0100
  • 38e76e7316 Instanced particles Lubos Lenco 2015-12-15 12:52:23 +0100
  • e107a3b611 Particles and frustum culling Lubos Lenco 2015-12-11 18:25:02 +0100
  • d88c8142a4 Animation progress Lubos Lenco 2015-12-11 09:30:43 +0100
  • 010fcbae4f Skinning and more Lubos Lenco 2015-12-08 23:57:00 +0100
  • 67f4cae2b7 Custom material shaders Lubos Lenco 2015-12-07 21:05:27 +0100
  • 658469fdf6 Python clean up Lubos Lenco 2015-12-07 20:04:23 +0100
  • aeb3ec5a22 Shaders and camera work Lubos Lenco 2015-12-05 14:52:31 +0100
  • 3eae0de6e1 Instancing and variants Lubos Lenco 2015-12-03 14:38:33 +0100
  • 862cc13c98 Shader variations Lubos Lenco 2015-12-03 02:36:18 +0100
  • acd38c6cbf Instanced rendering Lubos Lenco 2015-12-02 00:05:20 +0100
  • 4b964e39eb Support khafile Lubos Lenco 2015-12-01 21:12:38 +0100
  • c01456ee3d Export tangents only when needed Lubos Lenco 2015-11-30 22:58:07 +0100
  • 71d5c14a13 Basic material parsing Lubos Lenco 2015-11-29 15:59:03 +0100
  • 1bf5f88090 Separate files for geometry Lubos Lenco 2015-11-28 21:51:42 +0100
  • 63620fd767 Normal maps Lubos Lenco 2015-11-28 16:53:52 +0100
  • e44d9aa8a9 Physics world Lubos Lenco 2015-11-26 22:30:19 +0100
  • 7e1052be90 Node scripting Lubos Lenco 2015-11-26 15:36:17 +0100
  • f1a1f53b84 Import lue traits Lubos Lenco 2015-11-26 10:56:06 +0100