scrawl
e5ce94c336
Fix the water being affected by fog on the map
2013-08-27 16:45:51 +02:00
scrawl
5f7e6f7b10
Fix a material issue, layers per pass wasn't entirely correct
2013-08-21 17:26:11 +02:00
scrawl
ecf7786d11
terrain_num_lights was removed
2013-08-20 12:31:47 +02:00
scrawl
8c8653160d
Crash fix, material fix
2013-08-20 09:52:27 +02:00
scrawl
ebf9debb80
Enabled terrain self shadows, implemented getHeightAt, some optimizations
2013-08-19 20:39:37 +02:00
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
726c93c365
Terrain fixes to match vanilla better - vertices need to be mapped directly to texels for colormap and blendmap (this also caused seams at cell borders), layer uv scale appears to be 8 not 10
2013-08-07 01:34:17 +02:00
scrawl
de5a08a07d
Version should be 100 for GLSLES
2013-05-25 05:40:35 +02:00
scrawl
c2c88acc7b
GLSLES: only the fragment shader needs precision explicitely set.
2013-05-25 04:26:40 +02:00
scrawl
cc747d8ae4
GLSL ES: precision qualifiers are required
2013-05-25 04:23:07 +02:00
scrawl
1e7cf4ae1c
GLES2 experiment
2013-05-25 04:15:24 +02:00
scrawl
8845c0cee1
Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
2013-05-07 17:38:24 +02:00
scrawl
03f4e91ceb
Unrelated shadows fix
2013-05-03 23:08:46 +02:00
scrawl
23b477a938
Fix normal maps with spaces in filename not getting loaded
2013-04-12 04:36:28 +02:00
scrawl
2c70074dd7
Fix combinedAlpha
2013-04-11 15:17:47 +02:00
Chris Robinson
9d29921913
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-09 15:12:19 -07:00
scrawl
0e7d555cdf
Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM.
2013-04-09 20:31:00 +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
3768e04a0c
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-07 17:24:47 -07:00
Chris Robinson
88c81bfb24
Apply polygon_mode to objects
2013-04-07 07:38:43 -07:00
scrawl
4daaa4030d
Added shader based MyGUI render manager to allow using Ogre's next generation render systems.
2013-04-07 00:12:04 +02:00
Chris Robinson
e50b6b1cfe
Apply texture matrix 0 in the object shader
2013-04-06 09:45:26 -07:00
scrawl
75b462b974
If alpha rejection was forced, we also need to force depth_write and depth_check
2013-04-05 18:24:12 +02:00
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
11aed7474e
Shadow cast on water
2013-03-20 18:34:54 +01:00
scrawl
83932ebfe8
HLSL shader fix
2013-03-16 14:36:37 +01:00
scrawl
7f8d659f3c
Fix transparency sorting
2013-03-05 17:09:20 +01:00
scrawl
ff30bef3b2
Mipmap fix
2013-03-05 14:27:05 +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
2e7bc1a368
Z-up conversion: local map, fix tcg
2013-02-26 13:39:10 +01:00
scrawl
3ef952172d
Z-up conversion: water, sky
2013-02-26 10:38:48 +01:00
scrawl
8aff033a0c
Atmosphere no longer does "real" alpha blending to blend with the horizon, this is in preparation for proper underwater viewport BG / fog
2013-02-25 18:29:11 +01:00
scrawl
0d6a3367d3
Water shader no longer depends on object shaders being enabled
2013-02-24 10:28:50 +01:00
scrawl
7046e7ae3d
Water fog fix
2013-02-23 09:02:05 +01:00
scrawl
01102f9c73
Don't emit if there wasn't enough movement
2013-02-23 05:53:20 +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
499f3ac0d1
Slightly better ripple normal blending. Not physically accurate at all, but looks good.
2013-02-05 16:40:41 +01:00
scrawl
3772cd9257
Refraction can be disabled separately now
2013-02-05 14:29:46 +01:00