Commit Graph

5 Commits

Author SHA1 Message Date
Mark Satterthwaite
e824b4c3c0 Merging changes necessary to support layered rendering on platforms where layer specification is done in vertex shader as geometry shaders don't exist.
reviewedby michael.trepka, rolando.caloca, marcus.wassmer, lee.clark

[CL 2672079 by Mark Satterthwaite in Main branch]
2015-08-28 05:31:26 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Daniel Wright
20e9995ae9 PrimitiveComponents have a new advanced lighting property - IndirectLightingCacheQuality
* Settings are Off, Point and Volume
* The default quality is Point, which is a downgrade in quality from the previous effective default of Volume, but has much less overhead (ILC update time reduced by 4x).  Components now have to opt-in to higher quality.  This also fixes the issue where ILC allocations would fail after 1728 movable components.
* Fixed Point sample location to be the snapped center of the bounds, previously it was the Min which was often below the ground
* Opaque materials can now apply the Point cached lighting from shader constants

[CL 2258313 by Daniel Wright in Main branch]
2014-08-15 16:15:56 -04:00
Brian Karis
1bea1bd9c4 Fixed intensity of translucency lighting.
#codereview daniel.wright

[CL 2230934 by Brian Karis in Main branch]
2014-07-24 20:06:59 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00