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redgpu
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ezEngine/
.../Base/RenderPipelines/
..
DebugRenderPipeline.ezRenderPipelineAsset

* Fixed mem leak in debug renderer * Added mesh renderer to simple render passes

8 лет назад
EditorRenderPipeline.ezRenderPipelineAsset

* Added imgui renderer to editor render pipeline. * Safe guard if imgui is used but there is no renderer in the pipeline for it.

8 лет назад
HololensRenderPipeline.ezRenderPipelineAsset

WIP VR interface and Open VR impl. -CMake flag EZ_BUILD_OPENVR enables it at which point you need to point C:\Code\OpenVR to the OpenVR SDK root from https://github.com/ValveSoftware/openvr/tree/v1.0.17 -It renders to the device using the simple pipeline (with MSAA or without) and has simple head tracking. -Command line switch '-vr' creates a VR view in the default GameState. -TODO: Hacked into the SimpleMeshRenderer to load the OpenVRPlugin, normally you would set that in the project settings but I don't know how else to do that in code. -TODO: Simple pipeline hardcoded atm. in GameState. -TODO: DirectX complains about leaked resources as soon as you submit one texture to OpenVR API. No idea how to fix that :-/ -TODO: Pose update needs to be called on the render thread as it calls dx methods. It also needs to happen after present or before starting to render, depending on which part of the docu you trust. Added ezGameApplicationEvent::Type::AfterPresent for the time being. -TODO: I disabled multithreaded rendering locally as it generates another frame of delay. Ideally I would like to update the recorded render stuff with the new pose before render but I don't know how. -TODO: Controller input support, virtual space, companion window and all kinds of things.

8 лет назад
MainRenderPipeline.ezRenderPipelineAsset

* Fixed mem leak in debug renderer * Added mesh renderer to simple render passes

8 лет назад
RenderTargetLDR.ezRenderPipelineAsset

Kraut: Improved LOD handling * The views now affect together which LOD is being selected, by determining which was the last highest LOD level that was needed * Shadow views do not affect LOD * AddRenderData now requires you to specify whether the data can be cached, this fixes that trees were always reevaluated every frame * Trees now participate in the depth prepass

8 лет назад
ShadowMapRenderPipeline.ezRenderPipelineAsset

Minor cleanup, removing probably not needed tree renderer

8 лет назад
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