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f9675fc1e5
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迁移到StaticMeshComponent渲染
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2025-06-14 21:05:36 +08:00 |
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bc987e7d7b
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清除RenderTask/MaterialRenderList多余代码
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2025-06-06 00:23:27 +08:00 |
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455cb0aa63
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Layout codes of MaterialRenderList/SceneNode/SceneOrient
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2025-05-18 22:56:38 +08:00 |
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4b2f344c5c
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renamed to MeshDataBuffer from PrimitiveDataBuffer,
renamed to MeshRenderData from PrimitiveRenderData
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2025-05-18 02:07:10 +08:00 |
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014fce2c8e
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renamed Renderable to Mesh
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2025-05-18 02:03:16 +08:00 |
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0e789b6f47
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各种类名结构名优化,不再使用GPU开头
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2025-05-17 20:26:36 +08:00 |
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bd0a3d8be1
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to support newly String<>/IDName/Compare
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2025-01-15 02:42:04 +08:00 |
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4614562929
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optimized SceneNode class.
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2024-10-06 02:30:59 +08:00 |
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72ceffeda2
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Added UpdateMaterialInstance method. but no any test.
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2024-08-30 03:36:01 +08:00 |
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a9526ce956
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Updated to support Newly SceneOrient,compiled all OK! but Non test..next step is test samples.
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2024-08-27 01:27:53 +08:00 |
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5213651054
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Used Transform instead of Matrix4f in SceneOrient, MaterialRenderList/RenderAssignBuffer supports updating the L2WMatrix of only the changed objects
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2024-08-04 22:35:31 +08:00 |
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3768507169
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save full SceneNode in RenderNode,added length sort.
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2024-08-02 23:17:07 +08:00 |
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898d01ac62
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Change MaterialRenderList::Add
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2024-07-18 01:53:23 +08:00 |
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22868dafab
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[Important] Indirect Draw Finished....test OK!!
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2024-05-30 13:39:16 +08:00 |
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6ce713aed5
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finished to stat about IndirectDraw data in MaterialRenderList
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2024-05-30 13:14:13 +08:00 |
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bf7c6bdeac
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preparing VKIndirectCommandBuffer.h
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2024-05-30 01:14:27 +08:00 |
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55001843ea
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added vdm sort
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2024-05-28 23:49:28 +08:00 |
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ca8e36687f
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OK! Can RUN! full OK!...next step is to create VDMRender in MaterialRenderList
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2024-05-28 23:10:50 +08:00 |
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86ff7517d9
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[WIP] optimizing VDM Support
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2024-05-28 02:21:33 +08:00 |
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742fe201ad
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rename and layout codes.
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2024-05-27 01:42:10 +08:00 |
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0dcf004f4c
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renamed to VAB from VBO
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2024-05-25 22:57:29 +08:00 |
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6740764f07
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create DrawData that it split from VertexInputData
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2024-05-25 22:08:01 +08:00 |
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a5e76988c7
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resume Assign instead of local2world and materialinstanceId in VertexInputStream
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2024-05-25 17:58:39 +08:00 |
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0f38f94139
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split to two class they are RenderL2WBuffer and RenderMIBuffer from RenderAssignBuffer, two sample program RUN OK!
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2024-03-26 01:51:59 +08:00 |
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a60ffbb7da
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first step OK that it's to resumed to use L2W in VertexInputStream.
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2024-03-26 01:20:20 +08:00 |
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317635877b
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optimized MaterialRenderList, removed last_vil(pipeline already include vil), don't create assign_buffer if material don't include assign
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2023-10-12 02:24:58 +08:00 |
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69646971ce
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used VIL instead of MI in MaterialRenderList
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2023-09-20 17:19:46 +08:00 |
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dbe2370a44
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1.used uvec2/ushort2 in AssignVBO
2.completed first step then merge MI buffer
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2023-09-20 15:55:14 +08:00 |
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4208e47534
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newly material instance stat,but can't run.
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2023-09-19 21:45:54 +08:00 |
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cef5ad073b
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a few update
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2023-09-07 18:09:31 +08:00 |
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28b2b53d03
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renamed to RenderAssignBuffer from RenderExtraBuffer
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2023-09-05 20:48:47 +08:00 |
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8bb742f3f4
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OK???? 3rd_draw_triangle_use_RenderList run OK!.
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2023-09-05 20:19:53 +08:00 |
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6e8932fc2f
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comments few codes and then start next step.
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2023-09-05 10:28:03 +08:00 |
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74003df08b
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updated list/pool/map....,but can't run.
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2023-08-14 21:03:20 +08:00 |
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f8fe0e46d6
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added WriteMaterialInstance in RenderExtraBuffer
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2023-06-01 21:25:50 +08:00 |
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e076b72f1a
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splited MaterialRenderList and MaterialRenderMap, RenderExtraBuffer
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2023-06-01 15:08:45 +08:00 |
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