sylar
4c57cfc2d3
fixes for glsles2
10 years ago
sylar
edd3f9f95c
small fix for float
10 years ago
sylar
cef725012c
fix transpose error fo gles2
10 years ago
sylar
c9750dc7c6
fixes shadows on glsles
10 years ago
scrawl
6d7f4085a5
Add shader implementation of alpha test
10 years ago
scrawl
fdc6dd6985
Shader compatibility fixes for GLSL ES
11 years ago
scrawl
d97615d5d8
Support separate specular maps
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
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
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
03f4e91ceb
Unrelated shadows fix
12 years ago
Chris Robinson
01a1a0b846
Merge remote-tracking branch 'zini/master' into nifogre
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Conflicts:
components/nifogre/ogrenifloader.cpp
12 years ago
scrawl
343e2027af
Support NIF detail maps
12 years ago
Chris Robinson
e50b6b1cfe
Apply texture matrix 0 in the object shader
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
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
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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
3ef952172d
Z-up conversion: water, sky
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.
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Fixed a very obvious land <-> water seam.
12 years ago
scrawl
3772cd9257
Refraction can be disabled separately now
12 years ago
scrawl
bd8d793fec
Removing gamma correction due to caused inconsistencies.
12 years ago
scrawl
111e38ef25
Revert "fog now distance based instead of depth"
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This reverts commit 7ee038fdd7
.
12 years ago
scrawl
a6c3e06e54
fixed fog in some cells
12 years ago
scrawl
9f821e5df2
fix shaders
12 years ago
scrawl
7ee038fdd7
fog now distance based instead of depth
12 years ago
scrawl
d9f6072f02
gamma correct rendering & adjustment setting
12 years ago
scrawl
8ac2d11f56
changed shading to be more like MW (completely replace material ambient with vertex colors if present), fixes some too dark daedric ruins
13 years ago
scrawl
37c7becb07
some potential compability fixes
13 years ago
scrawl
f0b3142966
switch to glsl 1.2
13 years ago
scrawl
6bfcf2bc1b
- exchanged the preprocessor again, no warnings now
...
- disable line directives for now, causing some trouble
13 years ago
scrawl
014396e80c
remove the plugins.cfg files, do not enforce CG plugin
13 years ago
scrawl
f5ffea4d4b
new button, water timescale
13 years ago
scrawl
e077814a8c
water
13 years ago
scrawl
9d7470e14c
temp commit
13 years ago