Commit Graph

96 Commits (report)

Author SHA1 Message Date
scrawl 58672c6bb5 Fix for crash in main menu when reflections are enabled 10 years ago
scrawl 0eb949c8a7 Don't update ripples when they are not used 10 years ago
scrawl 028e00c98f Add missing status report for some toggle commands 11 years ago
scrawl 0a17245633 Refactored settings window 11 years ago
scrawl edb5a54092 Include some more required Ogre headers explicitely. 11 years ago
scrawl aa855e9524 Include some required Ogre headers explicitely 11 years ago
Lukasz Gromanowski 5c5f87445b Fixes for "Conditional jump or move depends on uninitialised value(s)"
and memleaks reported by valgrind.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
11 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 8845c0cee1 Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 12 years ago
scrawl fe7b2732d8 Avoid manually updating render targets from within frameRenderingQueued 12 years ago
scrawl f1d35b73b8 Cleanup 12 years ago
scrawl c9fefc7f5d Simpler, more lightweight underwater effect, changed colors to match vanilla better 12 years ago
scrawl 002830e13b Make sure render textures are inactive when in a cell without water 12 years ago
scrawl 9b0ac4e299 NPCs / creatures can now emit ripples 12 years ago
scrawl d4264353a3 Merge branch 'z-up' into graphics
Conflicts:
	apps/openmw/mwrender/localmap.cpp
	apps/openmw/mwrender/renderingmanager.cpp
	apps/openmw/mwrender/water.cpp
	files/materials/water.shader
12 years ago
scrawl 3ef952172d Z-up conversion: water, sky 12 years ago
scrawl 01102f9c73 Don't emit if there wasn't enough movement 12 years ago
scrawl 427152c518 Disabled ripples until we can properly trigger them from the new character controller. 12 years ago
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. 12 years ago
scrawl 42883ec64b cleanup 12 years ago
scrawl 791d16bbdb Use infinite AAB for sky meshes to fix them from disappearing from underwater refraction, while still taking advantage of CPU culling for other meshes 12 years ago
scrawl 7ffcfa3622 Water and clouds no longer depend on timescale. 12 years ago
scrawl 6a49ea9b4f Cleaning out some old bits 12 years ago
scrawl de90b911c9 Near clip plane corrections 12 years ago
scrawl 31f760ccce Fixing issues from last commit: restored input and occlusion queries 12 years ago
scrawl 499f3ac0d1 Slightly better ripple normal blending. Not physically accurate at all, but looks good. 12 years ago
scrawl 3772cd9257 Refraction can be disabled separately now 12 years ago
scrawl 5cc8af0f14 fix map positions 12 years ago
scrawl a44dfcd2ac Now that refraction is separated out, we don't have to worry about rendering order. Should fix transparency blending issues around water (eg waterfalls) for good. 12 years ago
scrawl 979a874220 Fixed the custom near clip planes 12 years ago
scrawl 5334934612 Listen to render window updates and properly activate/deactivate occlusion queries pre/post update. 12 years ago
scrawl 15e51b76de Experimental: Directional shading on local map, separated out refraction render, no longer uses screen depth 12 years ago
scrawl a461b282c1 water ripples (experimental) 12 years ago
scrawl df602553d1 Reworked MWRender::Water to be more OOP-ish and possibly allow other reflection types. 12 years ago
scrawl e4f140841e Make OpenMW work with Ogre 1.9 12 years ago
scrawl d3c0851aa7 Changed light attenuation back to linear in all cases, this seems to be what MW does. 12 years ago
scrawl b8c6f6640b Fixing water <-> waterfall blending issues (Sort of... the second part will follow later) 12 years ago
greye 7606ebafd6 resolving conflicts, minor update 12 years ago
scrawl eef750e6b0 race selection preview 12 years ago
scrawl 4f3eb3c34a character preview WIP 12 years ago
scrawl c3966a7c5a oops, I used a float texture for water reflection. this change should give a little performance boost. 12 years ago
scrawl 34f796c38e removed the far clip distance hack which is not needed anymore 13 years ago
scrawl b97b3d7b71 fix sky position when reflection is enabled, fix delay in sky reflection 13 years ago
greye ff62770657 World::isUnderwater(), World::isSwimming() 13 years ago
scrawl a70f93b024 fix "Crash when running openmw with --start="XYZ", remove HLSL for windows 13 years ago
scrawl afe7c41729 removed some unused code 13 years ago
scrawl 014396e80c remove the plugins.cfg files, do not enforce CG plugin 13 years ago
scrawl 21728020f6 fixed the water on local map 13 years ago
scrawl f5ffea4d4b new button, water timescale 13 years ago
scrawl e077814a8c water 13 years ago