scrawl
fdc6dd6985
Shader compatibility fixes for GLSL ES
2014-07-27 20:33:44 +02:00
scrawl
d97615d5d8
Support separate specular maps
2014-01-07 18:05:44 +01:00
scrawl
e68e2f82a2
Implement DarkTexture slot. Fix an issue with incorrect transparency override when base texture is empty.
2013-12-26 20:53:51 +01:00
scrawl
0050e6e67b
Support materials with no base (diffuse) texture (should be white). Support alternate UV set for diffuse texture.
2013-12-26 20:53:51 +01:00
scrawl
37a7ee8fcd
Set alpha value of character animations according to Invisibility / Chameleon effects.
2013-12-08 23:05:21 +01:00
scrawl
062ea627b3
Add parallax mapping for objects
2013-12-05 15:51:07 +01:00
scrawl
69c0bb1723
Add normal, specular & parallax mapping for terrain
2013-12-05 15:51:01 +01:00
scrawl
5f1878eb54
Add specular mapping (uses alpha channel of diffuse texture)
2013-12-03 18:41:45 +01:00
scrawl
147bc447a5
Add specular lighting for directional light to objects shader
2013-12-03 16:07:07 +01:00
scrawl
3452bd2e0b
Add glow effect for enchanted items
2013-11-20 00:13:12 +01:00
scrawl
e27437f8ed
New terrain renderer - improvements:
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- Consistent triangle alignment, fixes a noticable crack near the census and excise office. Note that alignment is still not the same as vanilla. Vanilla uses a weird diagonal pattern. I hope there aren't more trouble spots that will force us to replicate vanilla, but at least we can do that now.
- Fixes several blending issues and cell border seams
- Fix map render to use the terrain bounding box instead of an arbitrary height
- Different LODs are now properly connected instead of using skirts
- Support self shadowing
- Normals and colors are stored in the vertices instead of a texture, this enables per-vertex lighting which should improve performance, fix compatibility issues due to the PS getting too large and mimic vanilla better
- Support a fixed function fallback (though the splatting shader usually performs better)
- Designed for distant land support - test: https://www.youtube.com/watch?v=2wnd9EuPJIY - we can't really enable this yet due to depth precision issues when using a large view distance
2013-08-19 20:34:20 +02:00
scrawl
03f4e91ceb
Unrelated shadows fix
2013-05-03 23:08:46 +02:00
Chris Robinson
01a1a0b846
Merge remote-tracking branch 'zini/master' into nifogre
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Conflicts:
components/nifogre/ogrenifloader.cpp
2013-04-08 11:46:57 -07:00
scrawl
343e2027af
Support NIF detail maps
2013-04-08 15:17:30 +02:00
Chris Robinson
e50b6b1cfe
Apply texture matrix 0 in the object shader
2013-04-06 09:45:26 -07:00
scrawl
a9b56eedc3
Support NIF "glow maps", which are basically an emissive channel.
2013-04-03 18:51:40 +02:00
scrawl
5625d73d84
Bump texture support
2013-04-03 17:16:34 +02:00
scrawl
a39c129954
Clamp individual light attenuation at 1
2013-03-29 19:53:52 +01:00
scrawl
7beda509fe
Lighting should be done in view space instead of object space, so that attenuation also works correctly for scaled objects
2013-03-23 09:53:38 +01:00
scrawl
2486ec6cb9
Material fixes (vertex colors, alpha)
2013-03-05 13:51:48 +01:00
scrawl
f1d35b73b8
Cleanup
2013-03-03 19:52:20 +01:00
scrawl
c9fefc7f5d
Simpler, more lightweight underwater effect, changed colors to match vanilla better
2013-03-03 19:28:11 +01:00
scrawl
ac0a23a68d
Fix initialization problem
2013-03-03 14:53:47 +01:00
scrawl
8966e88050
Fix shadows
2013-02-27 16:07:15 +01:00
scrawl
d4264353a3
Merge branch 'z-up' into graphics
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Conflicts:
apps/openmw/mwrender/localmap.cpp
apps/openmw/mwrender/renderingmanager.cpp
apps/openmw/mwrender/water.cpp
files/materials/water.shader
2013-02-26 14:54:53 +01:00
scrawl
284ba58e1e
Z-up conversion: global map, shader fix
2013-02-26 13:52:01 +01:00
scrawl
3ef952172d
Z-up conversion: water, sky
2013-02-26 10:38:48 +01:00
scrawl
6cceb04adf
When a custom near clip plane is used, we need to fix up a second viewproj matrix manually to get proper depth values in the vertex shader. This fixes fog on reflections.
2013-02-19 03:08:00 +01:00
scrawl
42883ec64b
cleanup
2013-02-18 02:33:53 +01:00
scrawl
492e0f2ccf
Switched objects shaders to vertex lighting, to accomodate badly placed lights in morrowind.
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Fixed a very obvious land <-> water seam.
2013-02-14 19:45:07 +01:00
scrawl
3772cd9257
Refraction can be disabled separately now
2013-02-05 14:29:46 +01:00
scrawl
bd8d793fec
Removing gamma correction due to caused inconsistencies.
2013-01-09 21:41:40 +01:00
scrawl
111e38ef25
Revert "fog now distance based instead of depth"
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This reverts commit 7ee038fdd7
.
2013-01-09 20:18:26 +01:00
scrawl
a6c3e06e54
fixed fog in some cells
2012-12-15 20:36:17 +01:00
scrawl
9f821e5df2
fix shaders
2012-10-22 16:56:43 +02:00
scrawl
7ee038fdd7
fog now distance based instead of depth
2012-10-03 12:03:07 +02:00
scrawl
d9f6072f02
gamma correct rendering & adjustment setting
2012-09-19 23:25:07 +02:00
scrawl
8ac2d11f56
changed shading to be more like MW (completely replace material ambient with vertex colors if present), fixes some too dark daedric ruins
2012-08-11 14:42:14 +02:00
scrawl
37c7becb07
some potential compability fixes
2012-07-25 23:53:06 +02:00
scrawl
f0b3142966
switch to glsl 1.2
2012-07-23 02:54:50 +02:00
scrawl
6bfcf2bc1b
- exchanged the preprocessor again, no warnings now
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- disable line directives for now, causing some trouble
2012-07-22 02:45:39 +02:00
scrawl
014396e80c
remove the plugins.cfg files, do not enforce CG plugin
2012-07-20 16:44:03 +02:00
scrawl
f5ffea4d4b
new button, water timescale
2012-07-19 23:30:41 +02:00
scrawl
e077814a8c
water
2012-07-19 22:23:07 +02:00
scrawl
9d7470e14c
temp commit
2012-07-19 20:18:34 +02:00
scrawl
739455e6f8
new water WIP, caustics, chromatic abberation, accurate fresnel, underwater reflection, etc
2012-07-19 16:23:30 +02:00
scrawl
778e59ee37
terrain as it was before, with about 4x less code
2012-07-15 08:21:43 +02:00
scrawl
b8384162b6
merge
2012-07-13 06:16:55 +02:00
scrawl
ad7383be43
sky
2012-07-11 09:08:55 +02:00
scrawl
e0a99f104b
settings tab "shadows"
2012-07-11 04:28:45 +02:00