Commit Graph

9 Commits (08484a46c7e8ed17202eb28d1cbf4f43799e5320)

Author SHA1 Message Date
dteviot 45b6538820 fixed MSVC 2013 warning C4800
forcing value to bool 'true' or 'false'
10 years ago
jacmoe ee574e08ef MIT License header added to all terrain component files. 10 years ago
scrawl e25fa6c157 Refactor non-distant land terrain path to a grid based implementation (Fixes #1562) 11 years ago
scrawl c018319940 Addition to 7c9c0830a96: don't create useless BaseWhite clones 11 years ago
scrawl 69c0bb1723 Add normal, specular & parallax mapping for terrain 11 years ago
scrawl 5f7e6f7b10 Fix a material issue, layers per pass wasn't entirely correct 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