Jérôme Leclercq 2da086b7df New Render queues (#161)
* Add new render queues proof of concept + scissoring support (WIP)

* Graphics: Adapt basic sprites rendering to new render queue system

* Graphics: Fix layers when rendering sprites

* Graphics/RenderQueue: Fix sprite default overlay

* Graphics: Enable scissor test by default

* SDK/Widgets: Enable scissoring on widgets

* Graphics: Handle almost everything with the new renderqueues system

Todo:
- Billboard rendering
- Proper model rendering

* Graphics/RenderQueue: Billboard drawing now works (WIP)

At 1/4 of previous code performances due to individually process of billboards

* Add new render queues proof of concept + scissoring support (WIP)

* Graphics: Adapt basic sprites rendering to new render queue system

* Graphics: Fix layers when rendering sprites

* Graphics/RenderQueue: Fix sprite default overlay

* Graphics: Enable scissor test by default

* SDK/Widgets: Enable scissoring on widgets

* Graphics: Handle almost everything with the new renderqueues system

Todo:
- Billboard rendering
- Proper model rendering

* Graphics/RenderQueue: Billboard drawing now works (WIP)

At 1/4 of previous code performances due to individually process of billboards

* Graphics/RenderQueues: Add full support for billboards

* Graphics/RenderQueue: Cleanup and improve billboard rendering

* Graphics/RenderQueue: Fix model drawing

* Examples/Particles: Fix lighting on space station

* Graphics: Cleanup forward render queue/technique

* Fix compilation under Linux

* Graphics/ForwardRenderTechnique: Fix case when scissoring is enabled on material but disabled on element

* Add support for Deferred Shading

* SDK/Widgets: Fix widget rendering

* Graphics: Remove legacy code from render queues

* Graphics: Fix some objects sometimes not showing up due to broken scissor box

* Fix compilation error

* Sdk/GraphicsGraphics: Fix bounding volume

* SDK/World: Fix self-assignation

* Update changelog for render queues
2018-04-11 19:36:52 +02:00
2018-04-11 19:36:52 +02:00
2018-04-11 19:36:52 +02:00
2018-04-11 19:36:52 +02:00
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2018-04-07 13:10:55 +02:00
2018-03-20 21:58:46 +01:00
2018-01-05 10:56:38 +01:00
2018-01-11 12:57:42 +01:00
2018-04-11 19:36:52 +02:00
2018-01-13 11:49:35 +01:00
2017-10-18 23:04:14 +02:00
2016-07-26 12:11:36 +02:00
2015-01-19 00:17:03 +01:00

Platform Build Status Nightlies
Windows AppVeyor Build status MSVC14: x86 x86_64
Linux Travis CI Build Status No

Nazara Engine

Nazara Engine is a fast, complete, cross-platform, object-oriented API which can help you in your daily developper life.
Its goal is to provide a set of useful classes : Its core provides unicode strings, filesystem access, hashs, threads, ...

It also provide a set of libraries, such as audio, network, physics, renderer, 2D and 3D graphics engines, ...

You can use it in any kind of commercial/non-commercial applications without any restriction (MIT license).

Authors

Jérôme "Lynix" Leclercq - main developper (lynix680@gmail.com)
Full Cycle Games - sponsor and contributor since January 2017.

Install

Use the premake build system in the build directory then compile the engine for your platform.

How to use

You can find tutorials on installation, compilation and use on the official wiki

Contribute

Don't hesitate to contribute to Nazara Engine by:

Website
Documentation
Discord
Wiki
Forum

Thanks to:

  • RafBill and Raakz: Finding bugs and/or testing.
  • Fissal "DrFisher" Hannoun: Helping a lot in architecture design.
  • Alexandre "Danman" Janniaux: Helping making the POSIX implementation.
  • Youri "Gawaboumga" Hubaut: Improving the whole project by making the documentation, improving the code, and more.
  • Rémi "overdrivr" Bèges: Made the Noise module.
Description
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Readme 28 MiB
Languages
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