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11 commits

Author SHA1 Message Date
scrawl
6ba9f561ea Use simple water for the local map 2015-10-29 00:25:24 +01:00
scrawl
e13eb625d3 New water WIP
Changes compared to old (Ogre) water:
- Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader
- Different clipping mechanism (glClipPlane instead of a skewed viewing frustum)
- Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface
- Toned down light scattering, made the waterColor a bit darker at night
- Fixed flipped water normals and strange resulting logic in the shader

Still to do: see comments...
2015-10-29 00:25:23 +01:00
scrawl
b648722d3b Don't use the ParticleSystem for computing placeable bounds (Bug #2700) 2015-06-17 15:13:41 +02:00
scrawl
cdd0623009 Terrain rendering 2015-06-03 01:35:41 +02:00
scrawl
01944c33f5 Basic water rendering 2015-06-02 16:35:35 +02:00
scrawl
3dcb167066 Map rendering 2015-05-26 16:40:44 +02:00
scrawl
8b322fcd06 Implement getFacedObject using osgUtil::IntersectionVisitor 2015-05-24 03:36:34 +02:00
scrawl
0b042b75cc Restore actor visibility mask 2015-05-23 05:42:37 +02:00
scrawl
9cf9c2876e Pathgrid rendering 2015-05-02 22:45:39 +02:00
scrawl
62847f0489 Use node masks to separate Scene and GUI 2015-05-01 01:44:21 +02:00
scrawl
edc5cad79e Port Animation::addEffect 2015-04-19 01:57:52 +02:00