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
scrawl
4daaa4030d
Added shader based MyGUI render manager to allow using Ogre's next generation render systems.
12 years ago
Chris Robinson
e50b6b1cfe
Apply texture matrix 0 in the object shader
12 years ago
scrawl
75b462b974
If alpha rejection was forced, we also need to force depth_write and depth_check
12 years ago
scrawl
a9b56eedc3
Support NIF "glow maps", which are basically an emissive channel.
12 years ago
scrawl
5625d73d84
Bump texture support
12 years ago
scrawl
a39c129954
Clamp individual light attenuation at 1
12 years ago
scrawl
7beda509fe
Lighting should be done in view space instead of object space, so that attenuation also works correctly for scaled objects
12 years ago
scrawl
11aed7474e
Shadow cast on water
12 years ago
scrawl
83932ebfe8
HLSL shader fix
12 years ago
scrawl
7f8d659f3c
Fix transparency sorting
12 years ago
scrawl
ff30bef3b2
Mipmap fix
12 years ago
scrawl
2486ec6cb9
Material fixes (vertex colors, alpha)
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
ac0a23a68d
Fix initialization problem
12 years ago
scrawl
8966e88050
Fix shadows
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
284ba58e1e
Z-up conversion: global map, shader fix
12 years ago
scrawl
2e7bc1a368
Z-up conversion: local map, fix tcg
12 years ago
scrawl
3ef952172d
Z-up conversion: water, sky
12 years ago
scrawl
8aff033a0c
Atmosphere no longer does "real" alpha blending to blend with the horizon, this is in preparation for proper underwater viewport BG / fog
12 years ago
scrawl
0d6a3367d3
Water shader no longer depends on object shaders being enabled
12 years ago
scrawl
7046e7ae3d
Water fog fix
12 years ago
scrawl
01102f9c73
Don't emit if there wasn't enough movement
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
492e0f2ccf
Switched objects shaders to vertex lighting, to accomodate badly placed lights in morrowind.
...
Fixed a very obvious land <-> water seam.
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