Age | Commit message (Collapse) | Author |
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Prevent windows from having a size greater than device limit
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This is an initial implementation using the same single-pass approach as the RenderingDevice.
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This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
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The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
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Split FOG
Split visibility notifier
Final cleanup of storage classes
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