temp commit

actorid
scrawl 13 years ago
parent e517e75d09
commit 81d30ff63a

@ -229,9 +229,9 @@ void LocalMap::render(const float x, const float y,
vp->setVisibilityMask(RV_Map);
// use fallback techniques without shadows and without mrt
vp->setMaterialScheme("simple");
//vp->setMaterialScheme("local_map");
rtt->update();
//rtt->update();
// create "fog of war" texture
TexturePtr tex2 = TextureManager::getSingleton().createManual(

@ -76,9 +76,8 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
// Load resources
ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
// Due to the huge world size of MW, we'll want camera-relative rendering.
// This prevents precision artifacts when moving very far from the origin.
mRendering.getScene()->setCameraRelativeRendering(true);
// causes light flicker in opengl when moving..
//mRendering.getScene()->setCameraRelativeRendering(true);
// disable unsupported effects
const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
@ -525,12 +524,14 @@ Shadows* RenderingManager::getShadows()
void RenderingManager::switchToInterior()
{
mRendering.getScene()->setCameraRelativeRendering(false);
// causes light flicker in opengl when moving..
//mRendering.getScene()->setCameraRelativeRendering(false);
}
void RenderingManager::switchToExterior()
{
mRendering.getScene()->setCameraRelativeRendering(true);
// causes light flicker in opengl when moving..
//mRendering.getScene()->setCameraRelativeRendering(true);
}
Ogre::Vector4 RenderingManager::boundingBoxToScreen(Ogre::AxisAlignedBox bounds)

@ -53,7 +53,7 @@ void Shadows::recreate()
mSceneMgr->setShadowTextureSelfShadow(true);
mSceneMgr->setShadowCasterRenderBackFaces(true);
mSceneMgr->setShadowTextureCasterMaterial("depth_shadow_caster");
// mSceneMgr->setShadowTextureCasterMaterial("openmw_shadowcaster_default");
mSceneMgr->setShadowTexturePixelFormat(PF_FLOAT32_R);
mSceneMgr->setShadowDirectionalLightExtrusionDistance(1000000);
@ -111,7 +111,7 @@ void Shadows::recreate()
// --------------------------------------------------------------------------------------------------------------------
// --------------------------- Debug overlays to display the content of shadow maps -----------------------------------
// --------------------------------------------------------------------------------------------------------------------
/*
OverlayManager& mgr = OverlayManager::getSingleton();
Overlay* overlay;
@ -157,7 +157,7 @@ void Shadows::recreate()
overlay->add2D(debugPanel);
overlay->show();
}
*/
}
PSSMShadowCameraSetup* Shadows::getPSSMSetup()

@ -336,7 +336,7 @@ void Water::applyRTT()
vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f));
vp->setShadowsEnabled(false);
// use fallback techniques without shadows and without mrt (currently not implemented for sky and terrain)
vp->setMaterialScheme("simple");
//vp->setMaterialScheme("water_reflection");
rtt->addListener(this);
rtt->setActive(true);

@ -276,6 +276,8 @@ void NIFLoader::createMaterial(const String &name,
else
warn("Unhandled alpha setting for texture " + texName);
}
//else
//instance->getMaterial ()->setShadowCasterMaterial ("openmw_shadowcaster_noalpha");
// As of yet UNTESTED code from Chris:
/*pass->setTextureFiltering(Ogre::TFO_ANISOTROPIC);

2
extern/shiny vendored

@ -1 +1 @@
Subproject commit 88a192a67d7dff636be4540be4a8654ad33f106a
Subproject commit d25605ee3a2d67dc0b6367cd150cc6d0c6a3b661

@ -14,6 +14,9 @@ material openmw_objects_base
scene_blend default
depth_write default
alpha_rejection default
shadow_transparency true // use diffuse alpha as mask for shadow
shadow_caster_material openmw_shadowcaster
pass
{

@ -72,7 +72,7 @@
shInput(float3, normalPassthrough)
shInput(float3, objSpacePositionPassthrough)
shUniform(float4 lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
shUniform(float passIteration) @shAutoConstant(passIteration, pass_iteration_number)
//shUniform(float passIteration) @shAutoConstant(passIteration, pass_iteration_number)
shUniform(float4 materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)

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