Commit Graph

19 Commits

Author SHA1 Message Date
Timothy Lottes
55dc0acfc8 Optimization: Shaved off 31% of the high quality, and 12% of the lower quality temporal AA cost.
[CL 2051155 by Timothy Lottes in Main branch]
2014-04-23 19:50:46 -04:00
Lina Halper
73b705c8ab 331222 CRITICAL: Regression: ContentExamples: MorphTarget material pops instead of gradual change
- now when we apply morphtarget normal, we send out how much alpha of delta normal we're applying to base normal.

[CL 2050313 by Lina Halper in Main branch]
2014-04-23 19:42:28 -04:00
Joel Crabbe
3139def871 Removed overly cautious #ifdef from slate vertex shader - we want to swizzle all platforms (the appropriate swizzle is applied).
#codereview Nick.Penwarden

[CL 2049902 by Joel Crabbe in Main branch]
2014-04-23 19:34:49 -04:00
Joel Crabbe
84a9406300 Slate mobile font color shader fix.
#codereview Nick.Penwarden

[CL 2049483 by Joel Crabbe in Main branch]
2014-04-23 19:30:05 -04:00
Joel Crabbe
9013e9cd0a Fixed up gamma correction on iOS for slate.
#codereview Matt Kuhlenschmidt

[CL 2045880 by Joel Crabbe in Main branch]
2014-04-23 18:47:53 -04:00
Martin Mittring
39c909e504 #UE4:
* renamed function to be more clear
* fixed shader warning about same variable declared 2 times (scope issue)

[CL 2042799 by Martin Mittring in Main branch]
2014-04-23 18:09:54 -04:00
Rolando Caloca
ceedd203f4 #UE4 #hlslcc statics in shaders must now be consts!
[CL 2042797 by Rolando Caloca in Main branch]
2014-04-23 18:09:43 -04:00
Martin Mittring
c5436595a2 #UE4:
* minor shader optimization

[CL 2042593 by Martin Mittring in Main branch]
2014-04-23 18:06:19 -04:00
Sangwoo Lee
567d89c38e Landscape : Fixed typo which cause subsection rendering a little different
[CL 2042144 by Sangwoo Lee in Main branch]
2014-04-23 17:59:51 -04:00
Marcus Wassmer
83ab1228d0 #ue4 Initial Morpheus support. Head tracking disabled on PS4.
[CL 2039857 by Marcus Wassmer in Main branch]
2014-04-23 17:31:09 -04:00
Ankit Khare
19a878bd81 #UE4 Platforms
#HTML5

   Integerate GDC Changes into main. tested w/ QAGame, Soul and the moz custom built firefox.

   - resizable HTML5 canvas.
   - fix mouse coordinates for html5
   - depth fade using alpha ( @todo - use real webgl depth  textures )
   - fix landscape rendering. ( bgra is not supported on webgl )
   - expose a console command handler to javascript.  ( used while reszing )
   - update html5 .html5 game template.

#codereview peter.sauerbrei

[CL 2039842 by Ankit Khare in Main branch]
2014-04-23 17:30:27 -04:00
Joe Tidmarsh
c489d646df #ttp 316639 - UE4: RENDERING: DrawDenormalizedQuad should reuse static index and vertexbuffer
#summary UV offsets are now correctly calculated. This was previously blocking shadow game

[CL 2039548 by Joe Tidmarsh in Main branch]
2014-04-23 17:26:59 -04:00
Brian Karis
0fbce8e422 Clean up a bit of last change.
[CL 2039171 by Brian Karis in Main branch]
2014-04-23 17:24:32 -04:00
Martin Mittring
12e23cdf6d #UE4:
* fixed sRGB on rendertargets for OpenGL
* tested on D3D11 and OpenGL, if this wouldn't work the diffuse/albedo would appear to be darker
* use sRGB flag on GBufferC which is diffuse color to save shader instructions
  doesn't affect ES2

#code_review: Jeff.Campeau, Marcus.Wassmer

[CL 2039156 by Martin Mittring in Main branch]
2014-04-23 17:24:22 -04:00
Brian Karis
937996f9fd Fixed tangent space calculations to match xNormal. The tangent space matrix will now no longer normalize itself. The additional upside is 2 less normalizes.
[CL 2039128 by Brian Karis in Main branch]
2014-04-23 17:24:12 -04:00
Martin Mittring
962cc8704c #UE4:
* removed not needed divide

[CL 2038706 by Martin Mittring in Main branch]
2014-04-23 16:41:58 -04:00
Lee Clark
114fb0f752 #summary - PS4 - Texure updating / resolving now uses compute shaders
#change - RHICopyToResolveTarget now uses a compute shader. Now have the ability to copy from a tiled to a non-tiled texture.  (Also slightly faster).
#change - RHIUpdateTexture2D now uses a compute shader so it can work with tiled textures. (Also slightly faster).
#change - Surfaces created with CPUReadback are forced to be linear so that the CPU can read them directly.
#change - HZB occlusion culling now works on PS4.

[CL 2038599 by Lee Clark in Main branch]
2014-04-23 16:40:35 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00