Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-10-06 | Use a giant UBO to optimize performance in 2D | clayjohn | |
This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices. | |||
2022-06-28 | Split dependency logic | Bastiaan Olij | |
Split FOG Split visibility notifier Final cleanup of storage classes | |||
2022-06-22 | Split GI effects and fix stereoscopic rendering of GI effects | Bastiaan Olij | |
2022-05-11 | SkyShaders working | clayjohn | |
2022-04-17 | Moved particles into ParticlesStorage | Bastiaan Olij | |
2022-04-17 | Move light, reflection probe and lightmap into LightStorage | Bastiaan Olij | |
2022-04-17 | Merge canvas and decal into TextureStorage and add render target | Bastiaan Olij | |
2022-04-02 | Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorage | Bastiaan Olij | |
2022-03-31 | Extract global variable, shader and material storage | Bastiaan Olij | |
2022-03-21 | Extract Decal and Decal atlas from Storage class | Bastiaan Olij | |
2022-03-16 | Split dummy renderer classes into separate files | Bastiaan Olij | |
Split canvas_texture_storage and texture_storage from render_storage class |