Commit Graph

138 Commits (openmw-35)

Author SHA1 Message Date
scrawl dbd4abd6fe Fix ripples for D3D - added simpler effect (Fixes #1649) 10 years ago
scrawl 417f60f467 Use the mooncircle textures (Fixes #1624, Fixes #1743) 10 years ago
scrawl dac1290597 Reduce size of water plane and increase subdivisions (Fixes #969) 10 years ago
scrawl b650338d69 Implement drawMode of NiStencilProperty (Feature #1057) 10 years ago
scrawl 077c619611 Implement Clamp mode for NiTexturingProperty (Fixes #2050) 10 years ago
sylar a5b509ca70 Merge branch 'fixes-shadows-on-glsles-shaders' of https://github.com/sandstranger/openmw 10 years ago
sylar 925f1487b0 fix for world_matrix error 10 years ago
sylar c9750dc7c6 fixes shadows on glsles 10 years ago
scrawl 6d7f4085a5 Add shader implementation of alpha test 10 years ago
sylar 3a625c567d fixes for shaders glsles 10 years ago
scrawl a33514fa1d More shader compatibility fixes 10 years ago
scrawl c826de49a5 Potential shader compatibility fix 10 years ago
scrawl fdc6dd6985 Shader compatibility fixes for GLSL ES 11 years ago
scrawl 07d0f4458d Rotate clouds/particles to come from red mountain (Fixes #245) 11 years ago
Fil Krynicki cfea7736d9 WIP fix
Bug is fixed, but appears to have broken vision underwater. Notes:

+ basically fixed by darkening the colour of water such that it is
darker than refracted terrain
+ also disabled sunlight scattering at night. This may actually be
desirable, but given there is no visible moon it seems unlikely to make
much sense, and blends a lot of green into the water colour appearing
luminescent at night
11 years ago
scrawl c64dc2c831 Terrain specular mapping: use a "_diffusespec" postfix to indicate specular information is present in the alpha channel. Use alpha directly instead of 1-alpha. 11 years ago
scrawl d97615d5d8 Support separate specular maps 11 years ago
scrawl 94cdc1efd2 Enable mipmap generator for 1.9+ 11 years ago
scrawl 27b45dd3cd Remove unused input 11 years ago
scrawl e68e2f82a2 Implement DarkTexture slot. Fix an issue with incorrect transparency override when base texture is empty. 11 years ago
scrawl 0050e6e67b Support materials with no base (diffuse) texture (should be white). Support alternate UV set for diffuse texture. 11 years ago
scrawl 74e902330f Fix a terrain shader issue 11 years ago
scrawl 6a3eb3b355 Better way of reversing layer UV. 11 years ago
scrawl 37a7ee8fcd Set alpha value of character animations according to Invisibility / Chameleon effects. 11 years ago
scrawl 062ea627b3 Add parallax mapping for objects 11 years ago
scrawl 69c0bb1723 Add normal, specular & parallax mapping for terrain 11 years ago
scrawl 5f1878eb54 Add specular mapping (uses alpha channel of diffuse texture) 11 years ago
scrawl 147bc447a5 Add specular lighting for directional light to objects shader 11 years ago
scrawl 3452bd2e0b Add glow effect for enchanted items 11 years ago
scrawl e5ce94c336 Fix the water being affected by fog on the map 12 years ago
scrawl 5f7e6f7b10 Fix a material issue, layers per pass wasn't entirely correct 12 years ago
scrawl ecf7786d11 terrain_num_lights was removed 12 years ago
scrawl 8c8653160d Crash fix, material fix 12 years ago
scrawl ebf9debb80 Enabled terrain self shadows, implemented getHeightAt, some optimizations 12 years ago
scrawl e27437f8ed New terrain renderer - improvements:
- 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
12 years ago
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 12 years ago
scrawl de5a08a07d Version should be 100 for GLSLES 12 years ago
scrawl c2c88acc7b GLSLES: only the fragment shader needs precision explicitely set. 12 years ago
scrawl cc747d8ae4 GLSL ES: precision qualifiers are required 12 years ago
scrawl 1e7cf4ae1c GLES2 experiment 12 years ago
scrawl 8845c0cee1 Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 12 years ago
scrawl 03f4e91ceb Unrelated shadows fix 12 years ago
scrawl 23b477a938 Fix normal maps with spaces in filename not getting loaded 12 years ago
scrawl 2c70074dd7 Fix combinedAlpha 12 years ago
Chris Robinson 9d29921913 Merge remote-tracking branch 'zini/master' into nifogre 12 years ago
scrawl 0e7d555cdf Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM. 12 years ago
Chris Robinson 01a1a0b846 Merge remote-tracking branch 'zini/master' into nifogre
Conflicts:
	components/nifogre/ogrenifloader.cpp
12 years ago
scrawl 343e2027af Support NIF detail maps 12 years ago
Chris Robinson 3768e04a0c Merge remote-tracking branch 'zini/master' into nifogre 12 years ago
Chris Robinson 88c81bfb24 Apply polygon_mode to objects 12 years ago