Dmitriy Dyomin
3d96fc22e9
fix non unity build
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[CL 2251064 by Dmitriy Dyomin in Main branch]
2014-08-11 02:58:29 -04:00
Dmitriy Dyomin
3140c6f015
Fixed race condition when shifting precomputed light volume
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[CL 2250890 by Dmitriy Dyomin in Main branch]
2014-08-10 23:52:48 -04:00
JJ Hoesing
3c71c436f7
Added basic support for mesh based ES2 stereo HMD distortion passes.
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Currently uses the Oculus HMD mesh distortion shader and vert format.
[CL 2250244 by JJ Hoesing in Main branch]
2014-08-10 03:43:19 -04:00
Rolando Caloca
eb6b518911
UE4 - Integrate from FNM
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[CL 2248878 by Rolando Caloca in Main branch]
2014-08-08 16:16:23 -04:00
Graeme Thornton
d0d28c809c
Highres screenshot - Fix incorrect test for a capture region existing when saving out buffer visualization targets
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[CL 2248613 by Graeme Thornton in Main branch]
2014-08-08 12:28:35 -04:00
Gil Gribb
178d7d8ca8
UE4 - fix regression with widgets
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[CL 2248580 by Gil Gribb in Main branch]
2014-08-08 11:48:28 -04:00
Gil Gribb
78b61da929
UE4 - parallel rendering of translucency pass
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[CL 2246966 by Gil Gribb in Main branch]
2014-08-07 09:41:54 -04:00
Gil Gribb
d5dd196727
UE4 - remove stale comments
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[CL 2244470 by Gil Gribb in Main branch]
2014-08-05 13:35:53 -04:00
Gil Gribb
1109c68e93
UE4 - parallel rendering, add immedaite commandlist flushes to eat latency and remove a stat
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[CL 2244197 by Gil Gribb in Main branch]
2014-08-05 08:39:27 -04:00
Gil Gribb
f16a20077b
UE4 - parallel velocity and shadow rendering
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[CL 2244159 by Gil Gribb in Main branch]
2014-08-05 07:19:08 -04:00
Gil Gribb
2668d06916
UE4 - work on translucent pass toward parallel rendering. RHCommandlists are now recycled. Refactor DrawVisibleParallel so there is no duplicated code.
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[CL 2242609 by Gil Gribb in Main branch]
2014-08-04 12:04:27 -04:00
Jack Porter
316ded1063
Fix framerate and video driver crashing problems when selecting SpeedTree meshes painted as foliage
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[CL 2239789 by Jack Porter in Main branch]
2014-08-01 09:32:22 -04:00
Daniel Wright
d774dd70d6
Fixed SSAO being disabled when there's only a skylight in the scene
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[CL 2239244 by Daniel Wright in Main branch]
2014-07-31 19:49:40 -04:00
Daniel Wright
bbffb27aaf
Fixed specular on movable skylights
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* Removed double normalization from stationary skylight specular
[CL 2239230 by Daniel Wright in Main branch]
2014-07-31 19:39:39 -04:00
Timothy Lottes
77f831278a
Unbreak the non-unity build. Forgot a header.
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[CL 2238820 by Timothy Lottes in Main branch]
2014-07-31 16:24:03 -04:00
Michael Trepka
3293117f09
More fixes for Clang warnings
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[CL 2238624 by Michael Trepka in Main branch]
2014-07-31 15:43:08 -04:00
Timothy Lottes
92517aced6
Turn color grading off when it is not needed.
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[CL 2238409 by Timothy Lottes in Main branch]
2014-07-31 11:39:15 -04:00
Mark Satterthwaite
95fde7bea8
Add a specific SP_OPENGL_SM4_MAC so that we can compile shaders from Windows for all Macs, even the older GL 3.3 devices that don't support volume-texture rendering.
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#codereview nick.penwarden, michael.trepka
[CL 2238230 by Mark Satterthwaite in Main branch]
2014-07-31 09:03:55 -04:00
Martin Mittring
c131fdccf4
* fixed TTP 341929 REGRESSION: CRASH: EDITOR: Turning on GBuffer Hints in the main viewport crashes the Editor
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[CL 2237421 by Martin Mittring in Main branch]
2014-07-30 15:42:04 -04:00
Martin Mittring
8a02d2c6dd
* fixed "vis SSProfiles"
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[CL 2236396 by Martin Mittring in Main branch]
2014-07-29 18:02:49 -04:00
Martin Mittring
b58ae4285d
* added new shading model Subsurface_Profile, can specify SubsurfaceProfile asset on the material, create it in content browser
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no backscattering yet, might replace Preintegrated and Subsurface shading models, can be optimized, postprocess pass only runs if an object on the screen is using it, uses SeparableSSS by Jorge Jimenez and Diego Gutierrez
[CL 2236313 by Martin Mittring in Main branch]
2014-07-29 17:33:28 -04:00
Timothy Lottes
06c5196590
Start of no-gbuffer rendering option. Still have a lot of work to do before this is functional.
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[CL 2236268 by Timothy Lottes in Main branch]
2014-07-29 17:32:52 -04:00
Graeme Thornton
488b10f035
TTP 341939 - Fix for crash when taking a high res screenshot from a viewport-locked camera, with custom depth buffer masking enabled.
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Several other fixes for high res screenshot issues.
Default behaviour of screenshots with viewport-locked cameras is to only capture the actual viewrect, not including the black bars. Removed button for setting capture region to view rect.
[CL 2235681 by Graeme Thornton in Main branch]
2014-07-29 07:09:41 -04:00
Allan Bentham
3ec17f4d49
Enable Hit proxy with ES2 emulation.
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ES2 emulation 'ShouldCache' hit proxy shaders.
Add static meshes to hitproxy drawing policy factory
Moved RenderHitProxies implementation out of FDeferredShadingSceneRenderer scope and split in to two so classes derrived from FSceneRenderer can call their respective InitViews(RHICmdList); in the correct place.
[CL 2235617 by Allan Bentham in Main branch]
2014-07-29 05:34:29 -04:00
Brian Karis
c92cada80f
Fixed indirect lighting scale in tiled deferred.
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[CL 2235098 by Brian Karis in Main branch]
2014-07-28 18:01:27 -04:00