Brian Karis
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1eda5e2e8d
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Moved FMaterialShaderto renderer public so slate can access it.
[CL 2115613 by Brian Karis in Main branch]
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2014-06-24 14:37:21 -04:00 |
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Timothy Lottes
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5841e3dd31
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Correct temporal AA, not this sets all required render state, fixes scene changes. Uses responsive AA for scene changes.
[CL 2109705 by Timothy Lottes in Main branch]
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2014-06-18 16:37:53 -04:00 |
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Timothy Lottes
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dee6daf093
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Turn on responsive AA everywhere during a camera cut.
[CL 2107081 by Timothy Lottes in Main branch]
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2014-06-16 12:00:53 -04:00 |
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Gil Gribb
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bc7c8cbca8
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UE4 - more work preparing for parallel rendering. Merged the cmd list into the post process context, among other things.
[CL 2103040 by Gil Gribb in Main branch]
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2014-06-12 07:13:34 -04:00 |
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Gil Gribb
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3de6028e86
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UE4: Rearrange RHICmdList toward non-null cmd lists and the final "look"
[CL 2100216 by Gil Gribb in Main branch]
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2014-06-10 07:29:49 -04:00 |
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Timothy Lottes
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262d4ffde6
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Fix the r.TemporalAASharpness cvar to a fixed value (this is needed for the new temporal AA to get proper edge gradients).
[CL 2097226 by Timothy Lottes in Main branch]
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2014-06-06 12:24:15 -04:00 |
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Gil Gribb
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fa7226b8fe
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UE4 - merge first pass at parallel rendering to main
[CL 2095959 by Gil Gribb in Main branch]
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2014-06-05 16:38:54 -04:00 |
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Marc Audy
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793ed4c7ed
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Fix shadowed variables
[CL 2083425 by Marc Audy in Main branch]
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2014-05-29 16:52:50 -04:00 |
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Martin Mittring
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49f3e122f4
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* refactored code to be in onle place only
* optimized setting shader param
[CL 2056844 by Martin Mittring in Main branch]
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2014-04-25 17:56:19 -04:00 |
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Joe Tidmarsh
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c489d646df
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#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]
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2014-04-23 17:26:59 -04:00 |
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Tim Sweeney
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324683ce78
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Engine source (Main branch up to CL 2026164)
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2014-03-14 14:13:41 -04:00 |
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