» Blender-harmony-Phase2-2.66-rev54989
Updated 02:13 March 3rd, 2013
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Blender harmony Phase 2
* Blender Configuration *

Build Options:
* WITH_GAMEENGINE ON
* WITH_PLAYER ON
* WITH_BULLET ON
* WITH_IK_SOLVER ON
* WITH_IK_ITASC ON
* WITH_OPENCOLLADA OFF
* WITH_FFTW3 ON
* WITH_INTERNATIONAL OFF
* WITH_INPUT_NDOF ON
* WITH_CYCLES OFF
* WITH_OPENCOLORIO ON

Compiler Options:
* WITH_BUILDINFO ON
* WITH_OPENMP ON
* WITH_RAYOPTIMIZATION ON

System Options:
* WITH_INSTALL_PORTABLE ON
* WITH_X11_XF86VMODE ON
* WITH_X11_XINPUT ON
* WITH_MEM_JEMALLOC OFF
* WITH_SYSTEM_GLEW OFF
* WITH_SYSTEM_OPENJPEG ON

Image Formats:
* WITH_IMAGE_CINEON OFF
* WITH_IMAGE_DDS ON
* WITH_IMAGE_HDR ON
* WITH_IMAGE_OPENEXR OFF
* WITH_IMAGE_OPENJPEG ON
* WITH_IMAGE_REDCODE OFF
* WITH_IMAGE_TIFF OFF

Audio:
* WITH_OPENAL ON
* WITH_SDL ON
* WITH_JACK OFF
* WITH_CODEC_AVI ON
* WITH_CODEC_FFMPEG OFF
* WITH_CODEC_SNDFILE ON

Compression:
* WITH_LZMA ON
* WITH_LZO ON

Python:
* WITH_PYTHON_INSTALL ON
* WITH_PYTHON_INSTALL_NUMPY ON
* WITH_PYTHON_MODULE OFF
* WITH_PYTHON_SAFETY OFF

Modifiers:
* WITH_MOD_BOOLEAN ON
* WITH_MOD_REMESH ON
* WITH_MOD_FLUID ON
* WITH_MOD_OCEANSIM OFF

 

Last LOGs

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r54989 | kupoman | 2013-03-03 07:00:01 +0100 (dom 03 de mar de 2013) | 1 line

Moving the sampler uniforms out of the light struct to match GLSL specification.
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r54876 | kupoman | 2013-02-26 04:35:15 +0100 (mar 26 de feb de 2013) | 1 line

Custom material shaders now also have access to the material struct.
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r54874 | kupoman | 2013-02-26 03:36:58 +0100 (mar 26 de feb de 2013) | 1 line

Binding the material struct from the prepass to custom material shaders. This is a little hacky since the rasterizer doesn't know as much as it should about materials.
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r54873 | kupoman | 2013-02-26 03:33:24 +0100 (mar 26 de feb de 2013) | 1 line

Face culling appears to be acting up on lights, disabling for now.
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r54872 | kupoman | 2013-02-26 03:25:31 +0100 (mar 26 de feb de 2013) | 1 line

Fixing a couple of crashes related to BKE shaders.
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r54867 | kupoman | 2013-02-26 01:41:32 +0100 (mar 26 de feb de 2013) | 1 line

Merged revisions 54518-54857 from trunk/blender
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r54836 | kupoman | 2013-02-25 06:18:29 +0100 (lun 25 de feb de 2013) | 1 line

Removing some unused defines from GPU_extensions.h.
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r54832 | kupoman | 2013-02-25 03:49:45 +0100 (lun 25 de feb de 2013) | 1 line

Inferred lighting shadows now take color and specularity into account.
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r54831 | kupoman | 2013-02-25 03:23:38 +0100 (lun 25 de feb de 2013) | 3 lines

Adding support for simple and variance shadows to the inferred lighting. The impact of the bias setting does not appear to be one-to-one with the forward rendering and may require further investigation.

Also making sure all prepass targets are available to the light shader.
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r54830 | kupoman | 2013-02-25 03:21:49 +0100 (lun 25 de feb de 2013) | 1 line

Making sure empty custom shaders don't crash blender.
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r54810 | kupoman | 2013-02-24 11:05:09 +0100 (dom 24 de feb de 2013) | 1 line

Avoid merging custom material shaders with the built in shaders until the merging process is a little smoother (such as removing duplicate assignments to gl_FragColor).
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r54652 | kupoman | 2013-02-19 05:07:39 +0100 (mar 19 de feb de 2013) | 1 line

Making sure full screen lights aren't getting culled out.
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r54647 | kupoman | 2013-02-19 01:41:13 +0100 (mar 19 de feb de 2013) | 1 line

The last commit broke consistency in bgl naming scheme. Also making matrix uniforms a little safer with a NULL check in RNA, and removing some dead code.
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r54646 | kupoman | 2013-02-19 01:35:56 +0100 (mar 19 de feb de 2013) | 1 line

Lights now render with front face culling to avoid the camera clipping into the lighting.
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r54645 | kupoman | 2013-02-19 01:34:38 +0100 (mar 19 de feb de 2013) | 1 line

Orthographic projections now work with inferred lighting again, however they still suffer from a bug where Blender's panel layout can cause offsets in the lighting. This should not be a problem in the Blenderplayer since it uses the full window.
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r54644 | kupoman | 2013-02-19 01:06:46 +0100 (mar 19 de feb de 2013) | 1 line

Making the prepass fragment shader more consistent with the light shader by moving material properties into a struct and using the bgl naming convention.
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r54643 | kupoman | 2013-02-19 00:52:19 +0100 (mar 19 de feb de 2013) | 1 line

Changing the light shader to use the bgl naming convention established in the 2D filter system. This provides a more consistent shader API. Also appending the magic uniform to the bounds uniform to pass in less uniforms, and to get rid of that variable name.
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r54544 | kupoman | 2013-02-14 05:27:27 +0100 (jue 14 de feb de 2013) | 2 lines

Merged revisions 54090-54518 from trunk/blender

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r54517 | kupoman | 2013-02-13 06:28:51 +0100 (mié 13 de feb de 2013) | 1 line

There appears to be a mistake in the rasterizer's SConscript. It doesn't cause a problem in Trunk, but I need it correct in Harmony.
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r54175 | kupoman | 2013-01-29 05:26:05 +0100 (mar 29 de ene de 2013) | 1 line

Using preprocessor directives to remove the material based branching from gpu_shader_light_frag.glsl. This leaves the inferred lighting to only use lambert and phong shading by default, however the previous functionality of multiple shader types is still possible by using the custom shader UI. This simpler shader performs better.
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r54114 | kupoman | 2013-01-27 00:52:41 +0100 (dom 27 de ene de 2013) | 1 line

Allowing multiple shader types to be combined for light and prepass shaders, and supplying the fragment libcode to prepass and light fragment shaders. With these changes it is possible to run the builtin prepass and light shaders as custom shaders (though there is still a bit of a mess with uniforms and the UI).
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r54107 | kupoman | 2013-01-26 10:00:20 +0100 (sáb 26 de ene de 2013) | 1 line

Moving some OpenGL code out of KX_BlenderMaterial and in to the rasterizer, fixing a crash with custom prepass shaders in the process.
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r54106 | kupoman | 2013-01-26 07:57:21 +0100 (sáb 26 de ene de 2013) | 1 line

Fixing up a do_version broken in the merge. With out it the render target was set to the GL_R8 texture format (causing only red to render).
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r54093 | kupoman | 2013-01-25 06:34:03 +0100 (vie 25 de ene de 2013) | 1 line

Cleaning up some memory leaks caused by custom shaders and shader merging.
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r54091 | kupoman | 2013-01-25 05:41:26 +0100 (vie 25 de ene de 2013) | 1 line

Merged revisions 53757-54090 from trunk/blender
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r54090 | kupoman | 2013-01-25 04:24:58 +0100 (vie 25 de ene de 2013) | 1 line

Merged revisions 53224-53756 from trunk/blender
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r53756 | kupoman | 2013-01-13 03:28:57 +0100 (dom 13 de ene de 2013) | 1 line

Adding some basic normal mapping support to the inferred lighting (it makes a lot of assumptions right now).
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r53755 | kupoman | 2013-01-13 01:37:32 +0100 (dom 13 de ene de 2013) | 1 line

Fixing the filter manager so it will actually pass in prepass targets when requested instead of render targets.
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r53672 | kupoman | 2013-01-09 04:43:30 +0100 (mié 09 de ene de 2013) | 1 line

Using a different method for reconstructing position information in the light shader (view ray). This fixes the offset bug, but does not work with orthographic projection.
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r53616 | kupoman | 2013-01-06 22:23:34 +0100 (dom 06 de ene de 2013) | 1 line

Now using the hardware depth buffer to reconstruct position (gives an extra 8 bits of precision), and using the extra g buffer channel to store the third normal channel (this improves performance of the light shader).
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r53578 | kupoman | 2013-01-05 10:57:35 +0100 (sáb 05 de ene de 2013) | 1 line

Accidentally lost a matrix push in the last commit.
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r53577 | kupoman | 2013-01-05 10:15:14 +0100 (sáb 05 de ene de 2013) | 1 line

Accidentally broke point lights with the spot light commit. They should be scaling again now. Also the spot lights were missing a couple of faces. That problem has now been fixed as well.
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r53573 | kupoman | 2013-01-05 08:39:14 +0100 (sáb 05 de ene de 2013) | 1 line

Adding support for spot lights when using inferred lighting. Square spot lights are not yet supported. Furthermore there appears to be an offsetting problem unrelated to spot lights that is easy to notice on spot lights.
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r53569 | kupoman | 2013-01-05 07:21:06 +0100 (sáb 05 de ene de 2013) | 1 line

Applying a gcc fix from Jorge Bernal.
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r53567 | kupoman | 2013-01-05 02:08:20 +0100 (sáb 05 de ene de 2013) | 1 line

The built in light fragment shader now combines the code from gpu_shader_material and gpu_shader_light_frag instead of duplicating the code.
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r53541 | kupoman | 2013-01-04 02:05:41 +0100 (vie 04 de ene de 2013) | 1 line

Making sure the prepass and light pass only run when they are actually being used.
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r53540 | kupoman | 2013-01-04 01:53:06 +0100 (vie 04 de ene de 2013) | 1 line

Fixing a depth buffer problem that occurred when using inferred lighting.
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r53526 | kupoman | 2013-01-03 10:18:34 +0100 (jue 03 de ene de 2013) | 1 line

Missed one of the checks mentioned in the last commit.
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r53525 | kupoman | 2013-01-03 10:11:20 +0100 (jue 03 de ene de 2013) | 1 line

Getting rid of some old checks so that the prepass targets should now be available for use when the rendering technique is not set to inferred lighting.
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r53524 | kupoman | 2013-01-03 10:09:34 +0100 (jue 03 de ene de 2013) | 1 line

Minor whitespace cleanup.
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r53520 | kupoman | 2013-01-03 08:36:48 +0100 (jue 03 de ene de 2013) | 1 line

Cleaning up the shader merging code. Also, now global and custom shaders should run along side the generated shader. This allows the user to use the traditional material system, while rendering out some extra information to the other render targets (such as normals).
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r53514 | kupoman | 2013-01-03 01:20:15 +0100 (jue 03 de ene de 2013) | 1 line

Exposing control of the multiple render targets used for the main render pass and the prepass to the UI.
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r53387 | kupoman | 2012-12-29 02:21:35 +0100 (sáb 29 de dic de 2012) | 1 line

The rendering FBO size was off by one, causing the BGE to not completely fill the screen.
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r53309 | kupoman | 2012-12-24 09:34:03 +0100 (lun 24 de dic de 2012) | 1 line

Some more cleanup and style changes.
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r53308 | kupoman | 2012-12-24 09:17:47 +0100 (lun 24 de dic de 2012) | 1 line

Some minor code cleanup to clean up some errors and warnings on gcc.
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r53307 | kupoman | 2012-12-24 04:27:05 +0100 (lun 24 de dic de 2012) | 1 line

Adding support for mat2, mat3, and mat4 uniforms to custom shaders. Unfortunately the Blender UI displays them a little oddly.
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r53281 | kupoman | 2012-12-22 21:44:32 +0100 (sáb 22 de dic de 2012) | 1 line

Adding support for loading default uniform values in shader UIs. Also cleaned up the shader parser to be more robust by not relying on new lines. Furthermore, the parser now ignores empty file paths (such as when a shader has not been selected yet).
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r53258 | kupoman | 2012-12-22 07:38:53 +0100 (sáb 22 de dic de 2012) | 11 lines

2D Filters should now be able to access the render targets and prepass targets with the following uniform names:
* bgl_RenderTarget0
* bgl_RenderTarget1
* bgl_RenderTarget2
* bgl_RenderTarget3
* bgl_PrepassTarget0
* bgl_PrepassTarget1
* bgl_PrepassTarget2
* bgl_PrepassTarget3

This means the original, unfiltered render can be accessed from any filter pass by using bgl_RenderTarget0.
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r53236 | kupoman | 2012-12-21 09:35:26 +0100 (vie 21 de dic de 2012) | 1 line

Merged revisions 53053-53224 from trunk/blender
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r53221 | kupoman | 2012-12-20 22:58:59 +0100 (jue 20 de dic de 2012) | 1 line

Merged revisions 51750-53052 from trunk/blender
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r52500 | kupoman | 2012-11-23 05:55:38 +0100 (vie 23 de nov de 2012) | 1 line

Merged revisions 50954-51750 from trunk/blender
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r51856 | kupoman | 2012-11-04 04:09:45 +0100 (dom 04 de nov de 2012) | 1 line

Giving each rendering pass its own FBO and making some of the setup a little more general. This should make passing the control of MRTs off to the user a little easier.
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r51828 | kupoman | 2012-11-03 01:10:39 +0100 (sáb 03 de nov de 2012) | 3 lines

Adding custom light and prepass shader support to the blenderplayer.

Also fixing a crash that occurred when the shader file could no longer be found.
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r51824 | kupoman | 2012-11-02 19:38:05 +0100 (vie 02 de nov de 2012) | 3 lines

Adding UI options to override the built in light and prepass shaders. More work still needs to be done to create a better interface for these shaders to use. This only works in the internal player for now.

Also addressing a bug where some shader files did not load properly (parts of the shader would load twice causing syntax errors).
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r51800 | kupoman | 2012-11-01 04:54:50 +0100 (jue 01 de nov de 2012) | 1 line

Merged revisions 50954-51750 from trunk/blender
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r51160 | kupoman | 2012-10-08 04:56:38 +0200 (lun 08 de oct de 2012) | 1 line

Exposing the builtin 2DFilters to the Post-Process UI. Since Motion Blur is a very special case, it has been excluded for now.
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r51141 | kupoman | 2012-10-07 09:56:22 +0200 (dom 07 de oct de 2012) | 1 line

Adding support for all the diffuse and specular shader models as well as their parameters to the inferred lighting mode. The light shader is starting to get "heavy". Will probably need some optimization soon.
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r51129 | kupoman | 2012-10-06 23:51:24 +0200 (sáb 06 de oct de 2012) | 1 line

Switching the light buffer back over to a float texture. I get an odd delay on engine startup with an Nvidia card with the integer format, and the ATI card didn't seem to mind the float texture too much.
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r51128 | kupoman | 2012-10-06 23:28:48 +0200 (sáb 06 de oct de 2012) | 1 line

The gbuffer reshuffling broke things for ATI cards. Turns out I was trying to draw to something that wasn't there (second color attachment). Also changing the light buffer to a integer format to get rid of more of the floating point textures.
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r51127 | kupoman | 2012-10-06 21:58:21 +0200 (sáb 06 de oct de 2012) | 3 lines

Combining the two floating point gbuffer textures for the inferred lighting mode's prepass into one integer texture. This should perform better, and gives more room for some other properties.

Also making sure depth testing gets re-enabled after the lighting pass.
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r51124 | kupoman | 2012-10-06 20:37:48 +0200 (sáb 06 de oct de 2012) | 1 line

Had the face winding wrong on the light shape.
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r51097 | kupoman | 2012-10-05 19:55:33 +0200 (vie 05 de oct de 2012) | 1 line

2D filters are now managed per scene again, however there is a bug when running multiple scenes with different filters (potentially something to do with the FBO). Also fixing a bug that caused builtin filters to not function properly.
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r51052 | kupoman | 2012-10-04 22:01:25 +0200 (jue 04 de oct de 2012) | 1 line

Fixing the artifacts when rendering point lights with the inferred lighting option enabled.
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r50963 | kupoman | 2012-09-30 22:22:10 +0200 (dom 30 de sep de 2012) | 1 line

Merged revisions 50306-50953 from trunk/blender
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r50605 | dfelinto | 2012-09-14 21:15:55 +0200 (vie 14 de sep de 2012) | 1 line

a missing break would make int custom uniforms to not work (self->m_data == NULL)
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r50560 | dfelinto | 2012-09-13 01:08:49 +0200 (jue 13 de sep de 2012) | 1 line

pre-incrementing needed for osx
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r50365 | kupoman | 2012-09-03 22:36:26 +0200 (lun 03 de sep de 2012) | 1 line

Fixed a bug where a shader that had main on the first line wouldn't load correctly.
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r50335 | kupoman | 2012-09-03 10:44:20 +0200 (lun 03 de sep de 2012) | 6 lines

Some UI clean up:
* A newly created global shader is now automatically selected
* Each custom shader UI (material, global, 2D filters) now filters the shader datablocks to only show relevant ones
* Global shader and 2D filter UI now have the option to add and remove slots (global shaders don't work well with multiple slots yet)

Also fixing a potential crash caused by removing global shaders on BGE exit.
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r50332 | kupoman | 2012-09-03 07:00:42 +0200 (lun 03 de sep de 2012) | 1 line

Merged revisions 49882-50305 from trunk/blender
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r50135 | kupoman | 2012-08-22 23:19:59 +0200 (mié 22 de ago de 2012) | 1 line

Adding a UI setting to switch between Forward Rendering and the Light Prepass rendering (currently labeled Inferred Lighting as that is what it will eventually be). The option is under the shading options in the Render panel.
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r50032 | kupoman | 2012-08-20 01:55:37 +0200 (lun 20 de ago de 2012) | 1 line

Rendering point lights as spheres instead of full screen quads for performance improvements. This also means all point lights are now treated as having the sphere option enabled.
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r50028 | kupoman | 2012-08-19 23:28:42 +0200 (dom 19 de ago de 2012) | 1 line

Fixing up the uniform map on GPU_shaders, and trying to avoid memory problems.
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r49972 | kupoman | 2012-08-18 02:23:32 +0200 (sáb 18 de ago de 2012) | 1 line

Moving the prepass rendering to a better spot, as well as making it work a bit better in the pipeline (for example it no longer messes up display lists so textures load correctly). Also getting start on storing just depth for position instead of all three components, however the vertex shader is causing problems.
Feeling talkative?
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