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OpenMW/apps/openmw/mwrender
psi29a b0a129d6e4 Merge branch 'ripples' into 'master'
Implement shader-based water ripples

See merge request OpenMW/openmw!2877
2023-04-02 22:43:22 +00:00
..
.gitignore
actoranimation.cpp moved light common to its own file 2023-02-07 16:29:17 +01:00
actoranimation.hpp
actorspaths.cpp
actorspaths.hpp
animation.cpp moved light common to its own file 2023-02-07 16:29:17 +01:00
animation.hpp moved light common to its own file 2023-02-07 16:29:17 +01:00
bulletdebugdraw.cpp
bulletdebugdraw.hpp
camera.cpp Fix #7223 2023-02-18 16:24:10 +01:00
camera.hpp
cell.hpp
characterpreview.cpp
characterpreview.hpp
creatureanimation.cpp Remember actor in the actor's InventoryStore instead passing the actor in every call 2023-01-21 23:43:00 +01:00
creatureanimation.hpp Correct xnif use for creatures 2023-01-14 04:55:12 +03:00
effectmanager.cpp
effectmanager.hpp
fogmanager.cpp Renamed esm3esm4bridge => esmbridge 2023-01-27 18:40:15 +01:00
fogmanager.hpp implements std::visit for CellVariant, fixes struct vs class forward decl 2023-01-29 11:28:39 +01:00
globalmap.cpp
globalmap.hpp
groundcover.cpp Use default initializers for ESM::RefNum members 2023-01-10 00:44:51 +01:00
groundcover.hpp
landmanager.cpp
landmanager.hpp
localmap.cpp
localmap.hpp
luminancecalculator.cpp shade refactor 2023-02-25 11:03:39 -08:00
luminancecalculator.hpp po2 scaling for average luminance 2023-02-05 12:30:38 -08:00
navmesh.cpp
navmesh.hpp
navmeshmode.cpp
navmeshmode.hpp
npcanimation.cpp Support not only StringRefId for checking first person body part 2023-03-19 17:49:41 +01:00
npcanimation.hpp Support not only StringRefId for checking first person body part 2023-03-19 17:49:41 +01:00
objectpaging.cpp Use default initializers for ESM::RefNum members 2023-01-10 00:44:51 +01:00
objectpaging.hpp Use default initializers for ESM::RefNum members 2023-01-10 00:44:51 +01:00
objects.cpp Remember actor in the actor's InventoryStore instead passing the actor in every call 2023-01-21 23:43:00 +01:00
objects.hpp Don't use xkf if xnif is merely the base model (bug #5371) 2023-01-14 04:55:12 +03:00
pathgrid.cpp Avoids a lot a special cases for ESM3 vs ESM4 cells. 2023-02-04 23:25:06 +01:00
pathgrid.hpp
pingpongcanvas.cpp shade refactor 2023-02-25 11:03:39 -08:00
pingpongcanvas.hpp
pingpongcull.cpp Cherry pick 'openmw-48-stereo-fixes' into 'master' 2023-03-12 22:20:23 +01:00
pingpongcull.hpp
postprocessor.cpp [Multiview] Fix transparent pass and vertex shader 2023-04-01 20:27:07 +00:00
postprocessor.hpp
precipitationocclusion.cpp shade refactor 2023-02-25 11:03:39 -08:00
precipitationocclusion.hpp
recastmesh.cpp
recastmesh.hpp
renderbin.hpp
renderinginterface.hpp
renderingmanager.cpp Implement shader-based water ripples (feature 3537) 2023-04-01 17:26:19 +04:00
renderingmanager.hpp Merge branch 'load-ESM4-Cell' into 'master' 2023-02-06 08:56:23 +00:00
rendermode.hpp
ripples.cpp Use GL_HALF_FLOAT because we use GL_RGBA16F 2023-04-02 14:19:44 +04:00
ripples.hpp Implement shader-based water ripples (feature 3537) 2023-04-01 17:26:19 +04:00
ripplesimulation.cpp Implement shader-based water ripples (feature 3537) 2023-04-01 17:26:19 +04:00
ripplesimulation.hpp Implement shader-based water ripples (feature 3537) 2023-04-01 17:26:19 +04:00
rotatecontroller.cpp
rotatecontroller.hpp
screenshotmanager.cpp Move from std::atoi to std::from_char 2023-03-18 09:30:48 +00:00
screenshotmanager.hpp
sky.cpp Rotate blizzard particles 2023-03-30 19:20:00 +02:00
sky.hpp expose more uniforms to postprocessing 2023-01-20 17:43:54 -08:00
skyutil.cpp Cherry pick 'openmw-48-stereo-fixes' into 'master' 2023-03-12 22:20:23 +01:00
skyutil.hpp
terrainstorage.cpp
terrainstorage.hpp
transparentpass.cpp [Multiview] Fix transparent pass and vertex shader 2023-04-01 20:27:07 +00:00
transparentpass.hpp [Multiview] Fix transparent pass and vertex shader 2023-04-01 20:27:07 +00:00
util.cpp
util.hpp
vismask.hpp
water.cpp Implement shader-based water ripples (feature 3537) 2023-04-01 17:26:19 +04:00
water.hpp Implement shader-based water ripples (feature 3537) 2023-04-01 17:26:19 +04:00
weaponanimation.cpp Remember actor in the actor's InventoryStore instead passing the actor in every call 2023-01-21 23:43:00 +01:00
weaponanimation.hpp