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