AnyOldName3
57e10e26b2
Make variable name less confusing
2019-01-31 14:58:57 +00:00
AnyOldName3
a24b8ec3d2
Fix enable/disable mixup.
2019-01-31 14:57:56 +00:00
AnyOldName3
556c9a3382
Add normal-offset shadow mapping to remove shadow acne (flicker)
2019-01-30 22:28:00 +00:00
AnyOldName3
8482236a82
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
2019-01-24 23:09:23 +00:00
AnyOldName3
d82c85913a
Don't bother multiplying a matrix by its inverse and applying that to the light direction.
...
Hopefully this will improve numerical stability and reduce shadow flicker a little.
2019-01-24 23:07:38 +00:00
AnyOldName3
4438ab4493
Use CullVisitor traversal mask for light manager.
2019-01-24 22:42:23 +00:00
Andrei Kortunov
2c38e337ae
Support NiSwitchNode (feature #4812 )
2019-01-23 21:01:54 +04:00
Andrei Kortunov
8e6fd348d1
RigGeometry optimization: optimize geometry optimization
2019-01-09 21:01:33 +04:00
Andrei Kortunov
254f01b89d
RigGeometry optimization: vector iteration is more cheap than map iteration
2019-01-09 11:52:11 +04:00
Ilya Zhuravlev
07e9ce84b3
Replace volatile bools with std::atomic<bool>
2018-12-24 14:19:35 -05:00
AnyOldName3
199e6ed82d
Revert "Use forward declaration to reduce build times."
...
This reverts commit 305b9826df7bc72211066b2eb9375df090ad501c.
2018-12-19 23:53:14 +00:00
AnyOldName3
305b9826df
Use forward declaration to reduce build times.
2018-12-19 16:23:32 +00:00
AnyOldName3
7b108ae9a2
Disable depth sorting for translucent objects in the shadow maps
2018-12-19 01:45:05 +00:00
AnyOldName3
53188f61fc
Fix animation bug with VAOs
2018-12-18 19:44:30 +00:00
Bret Curtis
fc19c842cf
Revert "fix a rig bug visible with OSG_VERTEX_BUFFER_HINT=VAO"
2018-12-13 20:09:46 +01:00
AnyOldName3
2d5da1a6fa
Don't exclusively rely on a shadow map if its bounds have been expanded since the cull traversal.
2018-12-08 20:39:41 +00:00
mp3butcher
7a85e10d2f
fix a rig bug visible with OSG_VERTEX_BUFFER_HINT=VAO
2018-12-02 23:36:27 +01:00
AnyOldName3
0a409c0ab8
Make shadow map front-face culling configurable
2018-12-01 00:26:43 +00:00
AnyOldName3
dd207d9e54
Make the shadow polygon offset parameters configurable
2018-11-30 00:55:54 +00:00
AnyOldName3
aa11832949
Resolve bugs with depth-clamped shadow maps
2018-11-29 01:17:58 +00:00
AnyOldName3
7ad4882f0c
Fix debug hud frustum outline disappearence
2018-11-21 23:45:47 +00:00
AnyOldName3
061fa57335
Switch to better-performing data types for debug hud geometry
2018-11-21 22:38:50 +00:00
AnyOldName3
632b0d8979
Make shadow maps use their whole depth range for the overlap with the view frustum and rely on depth clamping to ensure objects outside the frustum still cast shadows.
2018-11-20 23:02:28 +00:00
AnyOldName3
660e423e99
Correct debug hud frustum colour
2018-11-20 23:01:04 +00:00
AnyOldName3
3785ba6aa0
Merge upstream/master
2018-10-30 22:38:09 +00:00
AnyOldName3
1ca7ea23d1
Add extra uniforms to the disabled shadows StateSet so that the shadow texture samplers are bound ot the dummy shadow maps correctly.
2018-10-30 17:07:11 +00:00
AnyOldName3
b0907f8929
Add todos in case they're left until after the shadow PR is merged
2018-10-18 16:01:36 +01:00
AnyOldName3
474770eca8
Switch shadow map rendering to a specialised, simplified shader.
2018-10-16 21:23:31 +01:00
elsid
dc09674362
Add command and settings option to enable actors paths render
2018-10-13 22:16:32 +03:00
elsid
70a369f70e
Add command to enable NavMesh render
...
togglenavmesh or tnm
2018-10-13 22:16:28 +03:00
AnyOldName3
0124be5713
Merge upstream/master
2018-10-10 21:23:19 +01:00
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
2018-10-09 10:21:12 +04:00
Andrei Kortunov
87394f2ebb
Revert "Take in account transformations of NiTriShape and NiSkinData in skinning (bug #4437 )"
...
This reverts commit 09427d3f5ec05aaa00f31da272f725f1cdba6976 since the
fix is not entirely correct.
2018-09-29 16:21:40 +04:00
Kyle Cooley
6bece13a32
Use new Log class for error message
2018-09-27 13:14:59 +04:00
Kyle Cooley
e2ac392a40
Move common stuff to scene util, fix errors with 1st person meshes
2018-09-27 13:14:59 +04:00
Kyle Cooley
8444ee9981
Start rendering npc's
2018-09-27 13:14:59 +04:00
Andrei Kortunov
09427d3f5e
Take in account transformations of NiTriShape and NiSkinData in skinning (bug #4437 )
2018-09-16 14:38:58 +04:00
Marc Zinnschlag
24ce8cce72
Merged pull request #1898
2018-08-29 12:04:52 +02:00
Andrei Kortunov
0ddd0e4edc
Fix light flicker amplitude calculation
2018-08-28 14:57:11 +04:00
Andrei Kortunov
c677f7ca27
Rework pulsing light sources (bug #4615 )
2018-08-28 14:57:08 +04:00
Marc Zinnschlag
232ea4f793
Merged pull request #1887
2018-08-27 12:52:30 +02:00
Sophie Kirschner
c412f99963
Remove commented lines in UnrefWorkItem::doWork
2018-08-26 11:08:06 +03:00
Andrei Kortunov
ff241fb787
Optimize skinning (task #4605 )
2018-08-25 20:45:59 +04:00
Sophie Kirschner
4dd9386c4f
Fix error: member access into incomplete type 'SceneUtil::UnrefWorkItem'
...
Fixes compile error encountered on OSX 10.9 with g++
sophie:build pineapple$ g++ --version
Configured with: --prefix=/Applications/Xcode.app/Contents/Developer/usr --with-gxx-include-dir=/usr/include/c++/4.2.1
Apple LLVM version 6.0 (clang-600.0.56) (based on LLVM 3.5svn)
Target: x86_64-apple-darwin13.4.0
Thread model: posix
The compilation error:
[ 24%] Building CXX object apps/openmw/CMakeFiles/openmw.dir/mwrender/renderingmanager.cpp.o
In file included from /Users/pineapple/git/openmw/apps/openmw/mwrender/renderingmanager.cpp:1:
In file included from /Users/pineapple/git/openmw/apps/openmw/mwrender/renderingmanager.hpp:4:
/Users/pineapple/git/openmw/openmw-deps/include/osg/ref_ptr:35:36: error: member access into incomplete type 'SceneUtil::UnrefWorkItem'
~ref_ptr() { if (_ptr) _ptr->unref(); _ptr = 0; }
^
/Users/pineapple/git/openmw/./components/sceneutil/unrefqueue.hpp:14:11: note: in instantiation of member function
'osg::ref_ptr<SceneUtil::UnrefWorkItem>::~ref_ptr' requested here
class UnrefQueue : public osg::Referenced
^
/Users/pineapple/git/openmw/./components/sceneutil/unrefqueue.hpp:10:11: note: forward declaration of 'SceneUtil::UnrefWorkItem'
class UnrefWorkItem;
2018-08-24 16:41:52 +03:00
AnyOldName3
db707a31ec
Add clipping planes when allow shadow map overlap is enabled
2018-08-23 13:14:02 +01:00
AnyOldName3
15e820825f
Fix another convex hull clipping issue and restore z-clipping
2018-08-21 14:00:29 +01:00
AnyOldName3
80082308f0
Merge upstream (shadermanager log system revamp)
2018-08-17 18:22:13 +01:00
AnyOldName3
dd501f4132
Make ConvexHull::clip more resilient against large values.
2018-08-17 17:47:52 +01:00
AnyOldName3
987306feb9
Fix ConvexHull::extendTowardsNegativeZ
2018-08-16 23:48:19 +01:00
Andrei Kortunov
1452684d9e
Use new logging system for components
2018-08-14 19:42:41 +04:00