branchzbuffer_occlusion/maincancel

46 Commits over 395 Days - 0.00cph!

7 Years Ago
update
7 Years Ago
fix
7 Years Ago
Latest
7 Years Ago
Latest changes
8 Years Ago
Fixed hiz mip map generation on osx/glcore
8 Years Ago
Fixed opengl/glcore Updated binaries
8 Years Ago
Fixed error when compute shade is missing
8 Years Ago
Finished pixel shader compute port
8 Years Ago
+binaries
8 Years Ago
Updated native binaries
8 Years Ago
First stage pixel shader compute fallback
8 Years Ago
Started porting compute to pixel shader
8 Years Ago
Fixed culling grid cells starting state
8 Years Ago
Parity with rust's implementation
8 Years Ago
Missing files
8 Years Ago
Finished infinite grid implementation
8 Years Ago
current wip infinite grid implementation nearly finished updated ignore config
8 Years Ago
hash grid wip
8 Years Ago
Parity with Rust changes
8 Years Ago
Latest changes; higher portability
8 Years Ago
Disabling occlusion culling on non-d3d11 platforms
8 Years Ago
Removed aspect property Updated metas to match rust project
8 Years Ago
Added missing metas
8 Years Ago
Updated native libraries + added osx and linux
8 Years Ago
Added default compute shader reference in OcclusionCulling component
8 Years Ago
Changed folder organization again for portability
8 Years Ago
Tightened ndc occludee radius in compute Added auto register option to occludee component Promoted cpu test code to API; cleaned Updated scene
8 Years Ago
Parity with rust project
8 Years Ago
Fixed zeroed sphere center in occludee instantiation/registration Fixed occlusion camera aspect ratio issues affecting culling Finalized API changes; added auto occ camera creation if none provided Changed folder organization to match the Rust project; final step before merge
8 Years Ago
updated scene
8 Years Ago
API revamp part 2, now leaner; needs small fix
8 Years Ago
pre-merge API revamp part 1
8 Years Ago
Fixed crash on reload Fixed resizing issues Updated native binaries
8 Years Ago
Added buffer resize + tests (needs removal fix)
8 Years Ago
Fixed flickering via temporal visibility filter; controlled by minTimeVisible Fixed support for static occludees
8 Years Ago
Revamped occludee handling + different path for static and dynamic occludees Fixed a ton of bugs, data/thread aligment and occlusion accuracy Fixed frame delay Reduced output buffer size using minimum stride Refactored parts of api + added namespace
8 Years Ago
First stage compute shader cleanup Fixed occludee projection and other compute math issues Added lockless readback Updated scene + occludee generator
8 Years Ago
First version with working visibility
8 Years Ago
hiz ready for testing + wip occlusion compute
8 Years Ago
Updated binaries and managed native interop to latest Updated scene + test
8 Years Ago
Added 32bit x86 version of Renderer.dll
8 Years Ago
Fixed remaining buffer readback issues in native code; updated dll Updated compute code to use multiple threads and output a predictable per-byte value Added missing GL.IssuePluginEvent Fixed compilation errors in DepthWriteToRT shader
8 Years Ago
Added native Renderer plugin with readback code Added native interop classes Updated compute test to use fast native readback Updated project to Unity 5.5.0f2
8 Years Ago
links
8 Years Ago
initial commit
8 Years Ago
Root dir