Martin Mittring
af48c28076
fixed pause of MotionBlur for camera motion
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[CL 2527480 by Martin Mittring in Main branch]
2015-04-27 17:12:21 -04:00
Martin Mittring
4d20764bac
fixed pause motionblur of static meshes (per object motionblur)
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[CL 2527253 by Martin Mittring in Main branch]
2015-04-27 14:32:32 -04:00
Gil Gribb
e631ac5ea3
UE4 - support for dithered LOD transitions on static meshes (that don't move) -- also fixed parallel render thread updates for spline meshes
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[CL 2524405 by Gil Gribb in Main branch]
2015-04-24 11:20:23 -04:00
Martin Mittring
5b8d20e8c4
maintain velocity in pause for TemporalAA as well (fixes very rare case)
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[CL 2519509 by Martin Mittring in Main branch]
2015-04-21 13:11:07 -04:00
PjotrSvetachov
a97cfbcb0d
PR #912 : Off axis matrix temporal aa fix (Contributed by PjotrSvetachov)
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[CL 2518139 by Brian Karis in Main branch]
2015-04-20 15:50:25 -04:00
Martin Mittring
a9af524d98
removed GRenderingRealtimeClock.GetGamePaused(), added FSceneViewFamily.bWorldIsPaused to support multiple worlds and for cleaner code
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[CL 2514923 by Martin Mittring in Main branch]
2015-04-16 16:29:54 -04:00
Martin Mittring
f4c64b506c
renamed some class members to be more clear
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[CL 2510786 by Martin Mittring in Main branch]
2015-04-13 17:01:36 -04:00
Marc Audy
ec8f2d020c
Fix shadow variables
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[CL 2508395 by Marc Audy in Main branch]
2015-04-10 11:23:49 -04:00
Dan Oconnor
ff8f481e10
Modified fixes for PVS-Studio warnings, mostly adding comments to warnings that were disabled. A few reworked fixes where needed.
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[CL 2507311 by Dan Oconnor in Main branch]
2015-04-09 16:42:44 -04:00
Marcus Wassmer
ac56844346
Add permutations to various global shaders to compile out ClearCoat handling if there are no clearcoat materials in the given view.
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Also FViewInfo now accumulates a mask of all lightingprofiles used in a given view during the relevancy calculation.
#codereview daniel.wright,martin.mittring
[CL 2505772 by Marcus Wassmer in Main branch]
2015-04-08 16:15:25 -04:00
Rolando Caloca
ce168f2846
UE4 - Renamed depth compare enums, changed some checks to static_asserts
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[CL 2498658 by Rolando Caloca in Main branch]
2015-04-01 10:53:07 -04:00
Rolando Caloca
1c56c14d67
UE4 - Fix for incorrect culling on ortographic cameras (Fixes UE-12445)
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[CL 2497484 by Rolando Caloca in Main branch]
2015-03-31 14:03:15 -04:00
Gil Gribb
fd3c212541
UE4 - occlusion queries for foliage and grass
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[CL 2468748 by Gil Gribb in Main branch]
2015-03-04 09:58:16 -05:00
Brian Karis
31f77e00ab
New tile based motion blur with smooth gradients. WIP
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[CL 2455618 by Brian Karis in Main branch]
2015-02-22 17:53:26 -05:00
Brian Karis
20ce66af3e
Rendering light shape into reflection captures for static lights.
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[CL 2440375 by Brian Karis in Main branch]
2015-02-10 16:13:42 -05:00
Lina Halper
fe1f98bd30
#Hierarchical LOD generation system
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[CL 2415338 by Lina Halper in Main branch]
2015-01-22 11:05:14 -05:00
Daniel Wright
4db6ed6ac2
Disabled HZB by default as it tends be slower than occlusion queries in many scenes
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[CL 2414277 by Daniel Wright in Main branch]
2015-01-21 15:28:40 -05:00
Daniel Wright
6aefeaaeb2
Light shaft render targets in the view state are now released when the corresponding light is deregistered
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[CL 2383765 by Daniel Wright in Main branch]
2014-12-10 12:13:56 -05:00
Ben Marsh
149375b14b
Update copyright notices to 2015.
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[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Gil Gribb
89ad70df9d
Merging development branch (CL 2365488) to //depot/UE4/... Engine only, mostly hierarchical foliage
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[CL 2376199 by Gil Gribb in Main branch]
2014-12-04 12:41:25 -05:00
Martin Mittring
dcd3a49e92
refactor FrameTime (moved from View to ViewFamily)
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[CL 2373894 by Martin Mittring in Main branch]
2014-12-02 13:48:22 -05:00
Daniel Wright
b4c700abeb
Removed DrawDynamicElements, PreRenderView and dependencies. These have been disabled since 11/04, and the GetDynamicMeshElements path is now the only path for dynamic mesh rendering.
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[CL 2370254 by Daniel Wright in Main branch]
2014-11-25 17:56:43 -05:00
Martin Mittring
2f061e5a88
cleanup cvar help, dump current state when using "cvar ?"
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[CL 2366438 by Martin Mittring in Main branch]
2014-11-20 12:36:32 -05:00
Daniel Wright
eb5b976048
Shadow passes are now implemented properly with GetDynamicMeshElements
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* Previously was reusing meshes from the main view, but meshes in the shadow view might not be visible from the main view
[CL 2345377 by Daniel Wright in Main branch]
2014-10-30 17:09:08 -04:00
Nick Penwarden
d27d6bd717
Scene captures that update every frame now benefit from occlusion queries
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[CL 2341333 by Nick Penwarden in Main branch]
2014-10-27 14:02:38 -04:00