scrawl
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8e23c37668
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Flip the parallax offset Y component based on tangent parity (Bug #3440)
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2016-06-16 18:07:10 +02:00 |
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scrawl
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b4dda045a6
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Pass the tangent in object space
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2016-03-22 21:46:15 +01:00 |
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scrawl
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6e7c6fdd7e
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Implement NiTexturingProperty::DecalTexture
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2016-03-01 18:41:36 +01:00 |
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scrawl
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414c19f717
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Fix detailMapUV bug
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2016-03-01 18:40:18 +01:00 |
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scrawl
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f01e8a6950
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Add specular mapping for objects
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2016-02-20 19:55:08 +01:00 |
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scrawl
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5e12a1b4ef
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Add enchanted item glow to the shader
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2016-02-18 23:05:44 +01:00 |
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scrawl
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a73512afb7
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Add shader settings to settings.cfg
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2016-02-18 19:38:34 +01:00 |
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scrawl
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e5a37a7023
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Add normal map code
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2016-02-18 19:37:59 +01:00 |
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scrawl
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18e80d5627
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Add per-pixel lighting code
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2016-02-18 19:37:59 +01:00 |
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scrawl
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1223bca3d4
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Move doLighting to separate file
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2016-02-18 19:37:59 +01:00 |
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scrawl
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456816f707
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Use diffuse.a / vertex.a, use material emission
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2016-02-18 19:37:58 +01:00 |
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scrawl
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5fd84074c5
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Reimplement detailMap, darkMap and emissiveMap
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2016-02-18 19:37:58 +01:00 |
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scrawl
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e845c576d4
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Use the texture matrix
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2016-02-18 19:37:58 +01:00 |
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scrawl
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3859c58a8a
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Assign gl_ClipVertex in the vertex shader to make clip planes work
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2016-02-18 19:37:57 +01:00 |
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scrawl
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9376811213
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Vertex lighting shader
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2016-02-18 19:37:57 +01:00 |
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scrawl
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044e0a829a
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Add fog
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2016-02-18 19:37:57 +01:00 |
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scrawl
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a9ad1b09e2
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Introduce ShaderManager & ShaderVisitor
Actual shaders still to be written.
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2016-02-18 19:37:56 +01:00 |
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