- Jul 02, 2019
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Richard Gustavsen authored
This reverts commit 12877ec3.
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Richard Gustavsen authored
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Richard Gustavsen authored
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Richard Gustavsen authored
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Richard Gustavsen authored
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Richard Gustavsen authored
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- Jul 01, 2019
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Andy Nichols authored
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Andy Nichols authored
Frustum culling is not free, as we need to calculate the global bounds of each mesh, and test for intersections against the frustum planes. For scenes that you know everything is going to be rendered every frame, it makes sense to disable this. By default frustum culling is enabled.
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Andy Nichols authored
This is expensive. Instead we can notify when the global transform has changed, and then we can return direction vectors on demand.
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Andy Nichols authored
This reduces what we update on the backend to what actually changes
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Andy Nichols authored
It's too expensive when we know we dont change all of the states it resets.
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Christian Strømme authored
qmlWarning() needs QtQml
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Christian Strømme authored
The mat44 functions requires qdemonutils.h
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Richard Gustavsen authored
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Richard Gustavsen authored
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Richard Gustavsen authored
...and let the z value be the distance from clipNear to the world position.
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Richard Gustavsen authored
...and let the z value be the distance from clipNear to the world position.
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- Jun 28, 2019
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Christian Strømme authored
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Christian Strømme authored
Calling translateSource() on each update is expensive, so only do it when the source changes
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Christian Strømme authored
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Richard Gustavsen authored
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- Jun 27, 2019
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Richard Gustavsen authored
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Richard Gustavsen authored
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- Jun 25, 2019
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Andy Nichols authored
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Andy Nichols authored
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Christian Strømme authored
- Don't close main function if one is provided by the user - Make it possible to add more then one shader per pass
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- Jun 24, 2019
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Richard Gustavsen authored
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- Jun 23, 2019
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Andy Nichols authored
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- Jun 21, 2019
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Johan Helsing authored
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Johan Helsing authored
Signal arguments names are public API, so it should match the property names.
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Johan Helsing authored
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- Jun 18, 2019
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Andy Nichols authored
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- Jun 17, 2019
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Johan Helsing authored
Implemented by sampling the light probe texture onto a quad that fills the entire screen, which uses an equirectangular projection. In the future we might want to consider using separate textures, and/or different projections. There are some minor issues with texture gradients and equirectangular projections. These have been worked around by setting the gradients to zero, which is not optimal, but works OK in practice. If we switch to using texture cubes instead of equirectangular projections, these issues can be avoided.
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- Jun 16, 2019
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Andy Nichols authored
Otherwise we wont update the scene on the backend with the new transform properties
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Andy Nichols authored
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Andy Nichols authored
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- Jun 13, 2019
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Andy Nichols authored
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- Jun 12, 2019
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Christian Strømme authored
We may want more fine-grained control over visibilty later, but for now let's assume that a non-visible nodes are inactive nodes.
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- Jun 11, 2019
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Andy Nichols authored
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Andy Nichols authored
The default of rendering to a texture while nice for Qt Quick, is not so performant on embedded devices where rendering to offscreen targets can be expensive. So for those cases, there is no a renderMode setting to allow for the end user to specify how the view is rendered. Texture Mode: Render scene to FBO and be a texture provider. All Qt Quick composition cases work, but at the const of performance and anti- aliasing options. RenderNode Mode: Render the scene inline, potentially clobering the 2.5d Qt Quick renderer. Underlay Mode: Render the scene before Qt Quick. It is possible to render 2D content on top of the scene, but not under. Overlay Mode: Render the scene after Qt Quick. It is possible to render 2D content under the scene, but not over.
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