scrawl
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de5a08a07d
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Version should be 100 for GLSLES
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2013-05-25 05:40:35 +02:00 |
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scrawl
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c2c88acc7b
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GLSLES: only the fragment shader needs precision explicitely set.
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2013-05-25 04:26:40 +02:00 |
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scrawl
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cc747d8ae4
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GLSL ES: precision qualifiers are required
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2013-05-25 04:23:07 +02:00 |
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scrawl
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1e7cf4ae1c
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GLES2 experiment
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2013-05-25 04:15:24 +02:00 |
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scrawl
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8845c0cee1
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Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
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2013-05-07 17:38:24 +02:00 |
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scrawl
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03f4e91ceb
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Unrelated shadows fix
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2013-05-03 23:08:46 +02:00 |
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scrawl
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23b477a938
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Fix normal maps with spaces in filename not getting loaded
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2013-04-12 04:36:28 +02:00 |
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scrawl
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2c70074dd7
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Fix combinedAlpha
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2013-04-11 15:17:47 +02:00 |
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Chris Robinson
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9d29921913
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Merge remote-tracking branch 'zini/master' into nifogre
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2013-04-09 15:12:19 -07:00 |
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scrawl
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0e7d555cdf
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Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM.
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2013-04-09 20:31:00 +02:00 |
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Chris Robinson
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01a1a0b846
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Merge remote-tracking branch 'zini/master' into nifogre
Conflicts:
components/nifogre/ogrenifloader.cpp
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2013-04-08 11:46:57 -07:00 |
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scrawl
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343e2027af
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Support NIF detail maps
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2013-04-08 15:17:30 +02:00 |
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Chris Robinson
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3768e04a0c
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Merge remote-tracking branch 'zini/master' into nifogre
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2013-04-07 17:24:47 -07:00 |
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Chris Robinson
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88c81bfb24
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Apply polygon_mode to objects
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2013-04-07 07:38:43 -07:00 |
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scrawl
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4daaa4030d
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Added shader based MyGUI render manager to allow using Ogre's next generation render systems.
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2013-04-07 00:12:04 +02:00 |
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Chris Robinson
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e50b6b1cfe
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Apply texture matrix 0 in the object shader
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2013-04-06 09:45:26 -07:00 |
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scrawl
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75b462b974
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If alpha rejection was forced, we also need to force depth_write and depth_check
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2013-04-05 18:24:12 +02:00 |
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scrawl
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a9b56eedc3
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Support NIF "glow maps", which are basically an emissive channel.
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2013-04-03 18:51:40 +02:00 |
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scrawl
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5625d73d84
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Bump texture support
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2013-04-03 17:16:34 +02:00 |
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scrawl
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a39c129954
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Clamp individual light attenuation at 1
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2013-03-29 19:53:52 +01:00 |
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scrawl
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7beda509fe
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Lighting should be done in view space instead of object space, so that attenuation also works correctly for scaled objects
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2013-03-23 09:53:38 +01:00 |
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scrawl
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11aed7474e
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Shadow cast on water
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2013-03-20 18:34:54 +01:00 |
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scrawl
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83932ebfe8
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HLSL shader fix
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2013-03-16 14:36:37 +01:00 |
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scrawl
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7f8d659f3c
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Fix transparency sorting
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2013-03-05 17:09:20 +01:00 |
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scrawl
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ff30bef3b2
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Mipmap fix
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2013-03-05 14:27:05 +01:00 |
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scrawl
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2486ec6cb9
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Material fixes (vertex colors, alpha)
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2013-03-05 13:51:48 +01:00 |
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scrawl
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f1d35b73b8
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Cleanup
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2013-03-03 19:52:20 +01:00 |
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scrawl
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c9fefc7f5d
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Simpler, more lightweight underwater effect, changed colors to match vanilla better
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2013-03-03 19:28:11 +01:00 |
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scrawl
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ac0a23a68d
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Fix initialization problem
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2013-03-03 14:53:47 +01:00 |
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scrawl
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8966e88050
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Fix shadows
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2013-02-27 16:07:15 +01:00 |
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scrawl
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d4264353a3
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Merge branch 'z-up' into graphics
Conflicts:
apps/openmw/mwrender/localmap.cpp
apps/openmw/mwrender/renderingmanager.cpp
apps/openmw/mwrender/water.cpp
files/materials/water.shader
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2013-02-26 14:54:53 +01:00 |
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scrawl
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284ba58e1e
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Z-up conversion: global map, shader fix
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2013-02-26 13:52:01 +01:00 |
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scrawl
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2e7bc1a368
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Z-up conversion: local map, fix tcg
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2013-02-26 13:39:10 +01:00 |
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scrawl
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3ef952172d
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Z-up conversion: water, sky
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2013-02-26 10:38:48 +01:00 |
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scrawl
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8aff033a0c
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Atmosphere no longer does "real" alpha blending to blend with the horizon, this is in preparation for proper underwater viewport BG / fog
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2013-02-25 18:29:11 +01:00 |
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scrawl
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0d6a3367d3
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Water shader no longer depends on object shaders being enabled
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2013-02-24 10:28:50 +01:00 |
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scrawl
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7046e7ae3d
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Water fog fix
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2013-02-23 09:02:05 +01:00 |
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scrawl
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01102f9c73
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Don't emit if there wasn't enough movement
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2013-02-23 05:53:20 +01:00 |
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scrawl
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6cceb04adf
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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.
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2013-02-19 03:08:00 +01:00 |
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scrawl
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42883ec64b
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cleanup
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2013-02-18 02:33:53 +01:00 |
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scrawl
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492e0f2ccf
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Switched objects shaders to vertex lighting, to accomodate badly placed lights in morrowind.
Fixed a very obvious land <-> water seam.
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2013-02-14 19:45:07 +01:00 |
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scrawl
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499f3ac0d1
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Slightly better ripple normal blending. Not physically accurate at all, but looks good.
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2013-02-05 16:40:41 +01:00 |
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scrawl
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3772cd9257
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Refraction can be disabled separately now
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2013-02-05 14:29:46 +01:00 |
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scrawl
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0f37c24d5f
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Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
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2013-02-04 21:55:41 +01:00 |
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scrawl
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e949765922
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cloud blending now as before (0 -> 0.25 -> 1)
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2013-02-04 19:21:47 +01:00 |
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scrawl
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bf037b7d29
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Removed problematic ModVertexAlpha method, now done in shader
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2013-02-04 18:03:03 +01:00 |
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scrawl
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15e51b76de
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Experimental: Directional shading on local map, separated out refraction render, no longer uses screen depth
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2013-02-03 15:46:23 +01:00 |
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scrawl
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a461b282c1
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water ripples (experimental)
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2013-02-01 23:43:23 +01:00 |
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scrawl
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55769aaf91
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Fix selection buffer (i.e. item selection on the inventory character preview) when object shaders were disabled
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2013-01-10 01:46:00 +01:00 |
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scrawl
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bd8d793fec
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Removing gamma correction due to caused inconsistencies.
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2013-01-09 21:41:40 +01:00 |
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