Commit Graph

65 Commits (08484a46c7e8ed17202eb28d1cbf4f43799e5320)

Author SHA1 Message Date
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
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
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.
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"
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