AnyOldName3
|
e46bf28e5f
|
Add object shadows setting
|
2018-03-03 15:13:36 +00:00 |
|
AnyOldName3
|
d6a7aec971
|
Make RenderingManager::configureAmbient do what it was intended to.
|
2018-03-03 01:54:21 +00:00 |
|
AnyOldName3
|
6f582f5411
|
Make indoor shadows do something meaningful.
|
2018-03-01 17:30:53 +00:00 |
|
AnyOldName3
|
3fe8dc6309
|
Remove leftover import
|
2018-02-27 16:05:11 +00:00 |
|
AnyOldName3
|
d1a2955fa1
|
Merge upstream
|
2018-02-27 14:29:14 +00:00 |
|
AnyOldName3
|
f9cf1ac94b
|
Separate indoor and outdoor shadow casting masks.
|
2018-02-27 00:13:51 +00:00 |
|
AnyOldName3
|
e233dae1cd
|
Hook up the new shadow technique
|
2018-02-26 22:27:09 +00:00 |
|
AnyOldName3
|
02d0ee3485
|
Rename old shadow class to shadow manager
|
2018-02-26 14:29:31 +00:00 |
|
scrawl
|
123f7b83d5
|
Make the CompositeMapRenderer use available time and add related setting
|
2018-02-13 00:40:41 +00:00 |
|
AnyOldName3
|
8d4b32166c
|
Remove outdated comments
|
2017-12-27 02:35:25 +00:00 |
|
AnyOldName3
|
c3e0398d1c
|
Add settings
|
2017-12-27 02:32:17 +00:00 |
|
AnyOldName3
|
4de3a361fb
|
Make shadow maps only cover regions where shadow receivers might be.
|
2017-12-26 23:18:50 +00:00 |
|
AnyOldName3
|
b08938485f
|
Make suspending viewer threads the responsibility of the caller, not the shader manager.
|
2017-12-17 23:55:19 +00:00 |
|
AnyOldName3
|
229cc9696f
|
Make updating global shader defines update shaders.
|
2017-12-17 01:57:53 +00:00 |
|
AnyOldName3
|
617473c7da
|
Force near plane out further for LiSpSM projection
|
2017-12-12 18:06:20 +00:00 |
|
AnyOldName3
|
4612597877
|
Switch to insert_or_assign semantics when adding shadow defines to the global shader defines.
|
2017-11-22 20:54:39 +00:00 |
|
AnyOldName3
|
98cd9fc144
|
Add preliminary support for global shader defines.
|
2017-11-22 20:07:07 +00:00 |
|
AnyOldName3
|
e201e359a9
|
Move Shadow to Components
|
2017-11-08 01:44:49 +00:00 |
|
AnyOldName3
|
09b02c307a
|
Merge from base branch
|
2017-11-07 16:34:51 +00:00 |
|
AnyOldName3
|
56fa33af66
|
Enable parallel split shadow maps
|
2017-11-07 00:32:04 +00:00 |
|
AnyOldName3
|
7a03ad6558
|
Switch to a tidier way of disabling the correct texture unit
|
2017-11-05 14:46:03 +00:00 |
|
AnyOldName3
|
3f63ebce77
|
Theoretically, at least, fix everything (except hte sky issue which is resolved in another branch)
|
2017-11-05 14:37:36 +00:00 |
|
scrawl
|
ceaf0ee409
|
Enable shadow casting for terrain
Add a check to TerrainDrawable to make sure shadows are only drawn once, not once per blending pass
|
2017-10-31 21:21:05 +01:00 |
|
scrawl
|
d0866d1b3c
|
Revert change to node mask that appears to not serve any purpose
|
2017-10-31 20:21:54 +01:00 |
|
AnyOldName3
|
ef8a7d1cb9
|
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
|
2017-10-26 23:40:05 +01:00 |
|
Miloslav Číž
|
3731e20228
|
fix rain ripple regression
|
2017-10-24 14:12:41 +02:00 |
|
AnyOldName3
|
2a90dff388
|
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
|
2017-10-19 15:06:49 +01:00 |
|
Miloslav Číž
|
8a1e0e74fd
|
update uniform from one place
|
2017-10-17 09:59:53 +02:00 |
|
Miloslav Číž
|
da47653625
|
move rain intensity uniform to water node
|
2017-10-17 09:59:45 +02:00 |
|
Miloslav Číž
|
af6eeddbe5
|
use operator instead of drawcallback
|
2017-10-15 00:04:14 +02:00 |
|
Miloslav Číž
|
8114126a62
|
make use of renderinfo
|
2017-10-14 21:41:59 +02:00 |
|
Miloslav Číž
|
b95c9ba483
|
rain independent from camera plus wrap-around
|
2017-10-14 21:40:28 +02:00 |
|
AnyOldName3
|
26a7b48d69
|
Attempt to make a VDSM work, and also to set up a debug HUD, but without success.
|
2017-10-13 18:19:29 +01:00 |
|
AnyOldName3
|
0568c93b39
|
Add specific shadow source files to MWRender
|
2017-10-03 03:40:23 +01:00 |
|
AnyOldName3
|
ba1e2cab2f
|
Merge remote-tracking branch 'upstream/master' into osgshadow-test
|
2017-10-03 03:00:15 +01:00 |
|
Miloslav Číž
|
4999c667b6
|
fix rain ripple bug
|
2017-09-29 19:56:16 +02:00 |
|
Miloslav Číž
|
8416feaf5b
|
link rain water ripple effect to actual rain
|
2017-09-28 19:04:31 +02:00 |
|
Miloslav Číž
|
cde2c13900
|
make water depth independent of view frustum
|
2017-09-26 14:14:28 +02:00 |
|
AnyOldName3
|
99f6a1b8e1
|
Switch to LispSM
|
2017-09-19 23:44:37 +01:00 |
|
scrawl
|
00034192dc
|
Fix player Ptr in RenderingManager not being updated on cell changes
Noticed that 'setpos' wasn't working in the console with the player selected.
|
2017-09-17 23:07:17 +00:00 |
|
AnyOldName3
|
e2623d21ab
|
Merge remote-tracking branch 'upstream/master' into osgshadow-test
|
2017-08-23 13:33:22 +01:00 |
|
scrawl
|
ac78d01b2b
|
Terrain: use the main camera's viewpoint for intersection tests
Fixes lag spikes caused by intersection tests loading/unloading terrain pages.
|
2017-07-19 13:11:44 +02:00 |
|
scrawl
|
532b26bf3c
|
osgShadow experiment
|
2017-04-14 15:35:41 +02:00 |
|
scrawl
|
9371100fde
|
Reuse the intersection visitor and set a traversal number to allow the terrain component to manage its view more efficiently
|
2017-03-14 19:27:56 +01:00 |
|
scrawl
|
e7a0878c10
|
Add CompositeMapRenderer info to the stats panel
|
2017-03-14 19:27:56 +01:00 |
|
scrawl
|
1c15686353
|
Remove non required use of WorkQueue
|
2017-03-14 19:27:56 +01:00 |
|
scrawl
|
19d516cbda
|
Use the QuadTreeWorld based on distant terrain setting now that it sort of works.
|
2017-03-14 19:27:56 +01:00 |
|
scrawl
|
4dbd224249
|
Hide the terrain in non-exterior cells
|
2017-03-14 19:27:56 +01:00 |
|
scrawl
|
14225a42c6
|
Remove unused pointer to IncrementalCompileOperation
|
2017-03-14 19:27:55 +01:00 |
|
scrawl
|
5eff286c71
|
Use separate node mask and parent for CompositeMapRenderer to allow the loading screen to pre compile composite maps.
|
2017-03-14 19:27:55 +01:00 |
|