scrawl
137dde7cf8
Include cleanup
2016-03-10 12:59:17 +01:00
scrawl
84e9d346ef
Remove duplicate include
2016-02-28 16:47:33 +01:00
scrawl
90a99991d1
Use empty() instead of !size()
2016-02-22 19:06:12 +01:00
scrawl
8f81df2bd3
Cleanup
2016-02-20 20:34:56 +01:00
scrawl
bd279c63f7
Fix fog on water
2016-02-18 19:37:57 +01:00
scrawl
e05d975020
Change the way that texture filtering settings are applied at runtime
2016-02-18 19:37:55 +01:00
scrawl
7f89bb273a
Add 'reflect actors' setting for the water shader, default off
2016-02-18 19:36:17 +01:00
scrawl
5e876b1379
Add missing include
2016-02-10 15:34:06 +01:00
scrawl
1cda2bf796
Preload sky & water from the main menu
2016-02-09 01:28:13 +01:00
scrawl
9e53e12c70
More renaming of TextureManager -> ImageManager
2016-02-05 23:10:27 +01:00
scrawl
f99f403dda
Rename TextureManager to ImageManager
2016-02-05 23:03:53 +01:00
scrawl
6ef848b7c5
Remove TextureManager::getTexture2D
...
Instead use getImage and let the caller create the Texture. Sharing of textures is then handled in post by the SharedStateManager.
This is closer to what the OSG serializer does.
Streamlines the TextureManager and will make it easier to multithread.
2016-02-05 23:01:11 +01:00
scrawl
aa9905b0eb
Do not crash when the water normal map is missing ( Fixes #3179 )
2016-02-03 15:24:28 +01:00
Alexander "Ace" Olofsson
776c715ccd
Move NoTraverseCallback to mwrender/util.hpp
2016-01-29 23:21:58 +01:00
scrawl
6546c05428
Move Fallback map to components/
2016-01-11 23:10:16 +01:00
Paul Cercueil
0765ff3ba2
mwrender: Add missing includes
...
Those missing includes were causing the build to fail when compiled with
USE_GLES set.
Signed-off-by: Paul Cercueil <paul@crapouillou.net>
2015-12-06 16:01:21 +01:00
scrawl
3f93af4181
Projectiles interact with the water surface ( Fixes #2986 )
2015-12-04 23:28:11 +01:00
scrawl
d2290a8183
Don't crash when Water_SurfaceFrameCount is 0
2015-11-30 00:41:26 +01:00
scrawl
706b1d4c28
Disable culling of ClipNode
2015-11-20 02:22:37 +01:00
scrawl
35459f20d5
Refactor lighting mask
2015-11-10 17:23:12 +01:00
scrawl
e3b30baff9
clipFudge fix
2015-11-03 23:10:52 +01:00
scrawl
c0a81030bb
Make use of INI settings for the simple water
2015-11-03 02:24:50 +01:00
scrawl
30c828dff0
Include cleanup
2015-11-03 02:17:42 +01:00
scrawl
8e8f72408d
Use diffuse/ambient lighting for the simple water
2015-11-03 02:12:00 +01:00
scrawl
9902dfc9ef
Comment
2015-11-03 01:53:22 +01:00
scrawl
0348b8df1c
Fix applying of plane height in ClipCullNode ( Fixes #2985 )
2015-11-02 01:23:21 +01:00
scrawl
3f988327c7
Destructor fix
2015-11-02 00:57:59 +01:00
scrawl
913bbe347b
Don't check the extension string every frame
2015-11-02 00:52:20 +01:00
scrawl
c60388afb6
Add fudge factor to move the water mesh away from camera when the camera gets too close
2015-11-02 00:34:09 +01:00
scrawl
4690ec12cc
Render the water plane with GL_DEPTH_CLAMP if supported ( Fixes #996 )
2015-11-02 00:29:09 +01:00
scrawl
7b817ba010
Fix the node masks of water cameras being reset (Bug #2984 )
...
Node mask needs to remain Mask_RenderToTexture so the raytesting visitor won't go through the reflection graph.
2015-10-31 03:14:05 +01:00
scrawl
d90fa977e8
GL_DEPTH_COMPONEN24 fix
2015-10-29 13:52:48 +01:00
scrawl
7692ae175a
Disable sun rendering on the reflection camera
...
Not needed, we have specular highlights.
2015-10-29 01:17:23 +01:00
scrawl
9b8e45fc01
Fix ripple particles z-fighting with the water surface
2015-10-29 00:28:09 +01:00
scrawl
d394b0793f
waterLevel fix
2015-10-29 00:27:42 +01:00
scrawl
c9d7078b4b
Water: add texture quality setting to the settings window
2015-10-29 00:27:42 +01:00
scrawl
8433e0679f
Water: connect to settings window
2015-10-29 00:25:24 +01:00
scrawl
9f8d36b573
Water code cleanup
2015-10-29 00:25:24 +01:00
scrawl
11c997d09d
Water: move reflection code to a new class
2015-10-29 00:25:24 +01:00
scrawl
ebdf25ccb9
Water: move refraction code to a new class
2015-10-29 00:25:24 +01:00
scrawl
7bbdb13138
Remove debug code
2015-10-29 00:25:24 +01:00
scrawl
6ba9f561ea
Use simple water for the local map
2015-10-29 00:25:24 +01:00
scrawl
09631385c3
Use boost ifstream for water resources
2015-10-29 00:25:24 +01:00
scrawl
d485dd0782
Water: fix world UV coords
2015-10-29 00:25:24 +01:00
scrawl
37c9c12962
Water: clipping plane offset
2015-10-29 00:25:23 +01:00
scrawl
700a0099c3
Remove debug code
2015-10-29 00:25:23 +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
89d9323c2b
Document RenderBin numbers in a common header to keep them organised
2015-09-21 17:20:08 +02:00
scrawl
278076e609
Include cleanup
2015-07-25 04:14:22 +02:00
scrawl
0ffa1f964b
Fix water ripple height
2015-06-17 22:49:20 +02:00
scrawl
3da8f6e62e
Water ripples
2015-06-16 20:36:48 +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
Rohit Nirmal
396fba7fa9
Silence -Wreorder warnings, and remove -Wno-reorder.
2015-05-21 22:46:44 -05:00
dteviot
e197f5318b
fixing MSVC 2013 warning C4244: & C4305
...
conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
2015-03-08 13:07:29 +13:00
scrawl
dbd4abd6fe
Fix ripples for D3D - added simpler effect ( Fixes #1649 )
2015-02-09 19:30:11 +01:00
scrawl
5a9b30a8ca
Don't show VFX on the map ( Fixes #2324 )
2015-01-31 22:40:38 +01:00
scrawl
dac1290597
Reduce size of water plane and increase subdivisions ( Fixes #969 )
2015-01-31 22:40:37 +01:00
scrawl
58672c6bb5
Fix for crash in main menu when reflections are enabled
2014-10-02 18:12:49 +02:00
scrawl
0eb949c8a7
Don't update ripples when they are not used
2014-09-02 04:29:37 +02:00
scrawl
028e00c98f
Add missing status report for some toggle commands
2014-05-16 09:21:28 +02:00
scrawl
0a17245633
Refactored settings window
2014-03-22 19:02:14 +01:00
scrawl
edb5a54092
Include some more required Ogre headers explicitely.
2014-03-05 21:46:37 +01:00
scrawl
aa855e9524
Include some required Ogre headers explicitely
2014-01-09 20:56:24 +01:00
Lukasz Gromanowski
5c5f87445b
Fixes for "Conditional jump or move depends on uninitialised value(s)"
...
and memleaks reported by valgrind.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-30 21:47:06 +01:00
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
2013-08-19 20:34:20 +02:00
scrawl
8845c0cee1
Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
2013-05-07 17:38:24 +02:00
scrawl
fe7b2732d8
Avoid manually updating render targets from within frameRenderingQueued
2013-03-05 14:24:29 +01:00
scrawl
f1d35b73b8
Cleanup
2013-03-03 19:52:20 +01:00
scrawl
c9fefc7f5d
Simpler, more lightweight underwater effect, changed colors to match vanilla better
2013-03-03 19:28:11 +01:00
scrawl
002830e13b
Make sure render textures are inactive when in a cell without water
2013-03-03 15:11:45 +01:00
scrawl
9b0ac4e299
NPCs / creatures can now emit ripples
2013-02-27 09:20:42 +01:00
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
2013-02-26 14:54:53 +01:00
scrawl
3ef952172d
Z-up conversion: water, sky
2013-02-26 10:38:48 +01:00
scrawl
01102f9c73
Don't emit if there wasn't enough movement
2013-02-23 05:53:20 +01:00
scrawl
427152c518
Disabled ripples until we can properly trigger them from the new character controller.
2013-02-19 03:15:31 +01:00
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.
2013-02-19 03:08:00 +01:00
scrawl
42883ec64b
cleanup
2013-02-18 02:33:53 +01:00
scrawl
791d16bbdb
Use infinite AAB for sky meshes to fix them from disappearing from underwater refraction, while still taking advantage of CPU culling for other meshes
2013-02-17 18:12:38 +01:00
scrawl
7ffcfa3622
Water and clouds no longer depend on timescale.
2013-02-17 16:23:55 +01:00
scrawl
6a49ea9b4f
Cleaning out some old bits
2013-02-13 18:39:36 +01:00
scrawl
de90b911c9
Near clip plane corrections
2013-02-12 20:56:00 +01:00
scrawl
31f760ccce
Fixing issues from last commit: restored input and occlusion queries
2013-02-05 20:26:13 +01:00
scrawl
499f3ac0d1
Slightly better ripple normal blending. Not physically accurate at all, but looks good.
2013-02-05 16:40:41 +01:00
scrawl
3772cd9257
Refraction can be disabled separately now
2013-02-05 14:29:46 +01:00
scrawl
5cc8af0f14
fix map positions
2013-02-03 20:06:03 +01:00
scrawl
a44dfcd2ac
Now that refraction is separated out, we don't have to worry about rendering order. Should fix transparency blending issues around water (eg waterfalls) for good.
2013-02-03 19:28:31 +01:00
scrawl
979a874220
Fixed the custom near clip planes
2013-02-03 19:01:59 +01:00
scrawl
5334934612
Listen to render window updates and properly activate/deactivate occlusion queries pre/post update.
2013-02-03 18:03:09 +01:00
scrawl
15e51b76de
Experimental: Directional shading on local map, separated out refraction render, no longer uses screen depth
2013-02-03 15:46:23 +01:00
scrawl
a461b282c1
water ripples (experimental)
2013-02-01 23:43:23 +01:00
scrawl
df602553d1
Reworked MWRender::Water to be more OOP-ish and possibly allow other reflection types.
2013-01-16 09:13:36 +01:00
scrawl
e4f140841e
Make OpenMW work with Ogre 1.9
2013-01-12 08:23:15 +01:00
scrawl
d3c0851aa7
Changed light attenuation back to linear in all cases, this seems to be what MW does.
2013-01-09 22:08:42 +01:00
scrawl
b8c6f6640b
Fixing water <-> waterfall blending issues (Sort of... the second part will follow later)
2013-01-09 21:56:26 +01:00
greye
7606ebafd6
resolving conflicts, minor update
2012-09-17 11:37:50 +04:00
scrawl
eef750e6b0
race selection preview
2012-09-13 19:03:31 +02:00
scrawl
4f3eb3c34a
character preview WIP
2012-09-13 00:54:32 +02:00
scrawl
c3966a7c5a
oops, I used a float texture for water reflection. this change should give a little performance boost.
2012-09-11 22:45:41 +02:00
scrawl
34f796c38e
removed the far clip distance hack which is not needed anymore
2012-08-17 15:19:44 +04:00