scrawl
|
edb5a54092
|
Include some more required Ogre headers explicitely.
|
2014-03-05 21:46:37 +01:00 |
|
scrawl
|
f1d35b73b8
|
Cleanup
|
2013-03-03 19:52:20 +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
|
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
|
5b099393fa
|
Fix time factor
|
2013-02-23 04:43:51 +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
|
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
|
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
|
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 |
|