Commit Graph

155 Commits (move)

Author SHA1 Message Date
scrawl f898bf493f Don't use Geodes 9 years ago
scrawl 137dde7cf8 Include cleanup 9 years ago
scrawl 84e9d346ef Remove duplicate include 9 years ago
scrawl 90a99991d1 Use empty() instead of !size() 9 years ago
scrawl 8f81df2bd3 Cleanup 9 years ago
scrawl bd279c63f7 Fix fog on water 9 years ago
scrawl e05d975020 Change the way that texture filtering settings are applied at runtime 9 years ago
scrawl 7f89bb273a Add 'reflect actors' setting for the water shader, default off 9 years ago
scrawl 5e876b1379 Add missing include 9 years ago
scrawl 1cda2bf796 Preload sky & water from the main menu 9 years ago
scrawl 9e53e12c70 More renaming of TextureManager -> ImageManager 9 years ago
scrawl f99f403dda Rename TextureManager to ImageManager 9 years ago
scrawl 6ef848b7c5 Remove TextureManager::getTexture2D
Instead use getImage and let the caller create the Texture. Sharing of textures is then handled in post by the SharedStateManager.

This is closer to what the OSG serializer does.

Streamlines the TextureManager and will make it easier to multithread.
9 years ago
scrawl aa9905b0eb Do not crash when the water normal map is missing (Fixes #3179) 9 years ago
Alexander "Ace" Olofsson 776c715ccd Move NoTraverseCallback to mwrender/util.hpp 9 years ago
scrawl 6546c05428 Move Fallback map to components/ 9 years ago
Paul Cercueil 0765ff3ba2 mwrender: Add missing includes
Those missing includes were causing the build to fail when compiled with
USE_GLES set.

Signed-off-by: Paul Cercueil <paul@crapouillou.net>
9 years ago
scrawl 3f93af4181 Projectiles interact with the water surface (Fixes #2986) 9 years ago
scrawl d2290a8183 Don't crash when Water_SurfaceFrameCount is 0 9 years ago
scrawl 706b1d4c28 Disable culling of ClipNode 9 years ago
scrawl 35459f20d5 Refactor lighting mask 9 years ago
scrawl e3b30baff9 clipFudge fix 9 years ago
scrawl c0a81030bb Make use of INI settings for the simple water 9 years ago
scrawl 30c828dff0 Include cleanup 9 years ago
scrawl 8e8f72408d Use diffuse/ambient lighting for the simple water 9 years ago
scrawl 9902dfc9ef Comment 9 years ago
scrawl 0348b8df1c Fix applying of plane height in ClipCullNode (Fixes #2985) 9 years ago
scrawl 3f988327c7 Destructor fix 9 years ago
scrawl 913bbe347b Don't check the extension string every frame 9 years ago
scrawl c60388afb6 Add fudge factor to move the water mesh away from camera when the camera gets too close 9 years ago
scrawl 4690ec12cc Render the water plane with GL_DEPTH_CLAMP if supported (Fixes #996) 9 years ago
scrawl 7b817ba010 Fix the node masks of water cameras being reset (Bug #2984)
Node mask needs to remain Mask_RenderToTexture so the raytesting visitor won't go through the reflection graph.
9 years ago
scrawl d90fa977e8 GL_DEPTH_COMPONEN24 fix 9 years ago
scrawl 7692ae175a Disable sun rendering on the reflection camera
Not needed, we have specular highlights.
9 years ago
scrawl 9b8e45fc01 Fix ripple particles z-fighting with the water surface 9 years ago
scrawl d394b0793f waterLevel fix 9 years ago
scrawl c9d7078b4b Water: add texture quality setting to the settings window 9 years ago
scrawl 8433e0679f Water: connect to settings window 9 years ago
scrawl 9f8d36b573 Water code cleanup 9 years ago
scrawl 11c997d09d Water: move reflection code to a new class 9 years ago
scrawl ebdf25ccb9 Water: move refraction code to a new class 9 years ago
scrawl 7bbdb13138 Remove debug code 9 years ago
scrawl 6ba9f561ea Use simple water for the local map 9 years ago
scrawl 09631385c3 Use boost ifstream for water resources 9 years ago
scrawl d485dd0782 Water: fix world UV coords 9 years ago
scrawl 37c9c12962 Water: clipping plane offset 9 years ago
scrawl 700a0099c3 Remove debug code 9 years ago
scrawl e13eb625d3 New water WIP
Changes compared to old (Ogre) water:
- Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader
- Different clipping mechanism (glClipPlane instead of a skewed viewing frustum)
- Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface
- Toned down light scattering, made the waterColor a bit darker at night
- Fixed flipped water normals and strange resulting logic in the shader

Still to do: see comments...
9 years ago
scrawl 89d9323c2b Document RenderBin numbers in a common header to keep them organised 9 years ago
scrawl 278076e609 Include cleanup 10 years ago