scrawl
|
5a7f2a4f1f
|
Restore light attenuation settings
|
10 years ago |
scrawl
|
01944c33f5
|
Basic water rendering
|
10 years ago |
scrawl
|
c85764b654
|
Wireframe mode
|
10 years ago |
scrawl
|
fd50be0fb8
|
Restore various gameplay
|
10 years ago |
scrawl
|
6231cd8557
|
RigGeometry clone fix
|
10 years ago |
scrawl
|
a56d0e9cc3
|
ControllerVisitor fix
|
10 years ago |
scrawl
|
668d365ef9
|
MorphGeometry copy fix
|
10 years ago |
scrawl
|
5de24552a8
|
Leak fix
|
10 years ago |
scrawl
|
3dcb167066
|
Map rendering
|
10 years ago |
scrawl
|
da24e298ee
|
Fix -Wreorder warnings
|
10 years ago |
scrawl
|
7882c3d7f0
|
Fix incorrect rotation for meshes with BoneOffset
|
10 years ago |
scrawl
|
8d033f0558
|
Fix UpdateRigBounds not being copied properly
|
10 years ago |
scrawl
|
8b768f4377
|
Minor fix for behaviour with non-existing LightManager
|
10 years ago |
scrawl
|
b6cb73e6e8
|
Fix deep copying of controllers
This fixes the cell loading crash.
|
10 years ago |
scrawl
|
65f0195c71
|
Readded animated collision shape support
|
10 years ago |
scrawl
|
15bdb7db01
|
transformBoundingSphere optimization
|
10 years ago |
scrawl
|
a98dc78cc5
|
Bounds fix
|
10 years ago |
scrawl
|
83c6ba97c0
|
Disable skinning updates for actors beyond the AI processing distance
|
10 years ago |
scrawl
|
63b69db617
|
Port skeleton based bounding boxes to the new skinning system
Not sure if going to keep this, there's a noticable performance impact.
|
10 years ago |
scrawl
|
b4a06bd78d
|
Improve skinning performance
|
10 years ago |
scrawl
|
09742d5b95
|
Animation playback works, no movement accumulation yet
|
10 years ago |
scrawl
|
12f3198f68
|
Node name lookups should be case insensitive
Concerns "AttachLight", "BoneOffset" and equipment part attachment points, that are all case insensitive in vanilla MW.
|
10 years ago |
scrawl
|
cd7808fc11
|
Cleanup in preparation for animation port
Scrapped previous idea for multiple animation sources, better approach incoming.
|
10 years ago |
scrawl
|
8c810e3620
|
Move rng to components
|
10 years ago |
scrawl
|
04accb7652
|
Add LightController
|
10 years ago |
scrawl
|
5fbcf8a859
|
Mesh filtering fix
|
10 years ago |
scrawl
|
a254877abe
|
Clone fix
|
10 years ago |
scrawl
|
28643660d3
|
Change triangle indices to unsigned
|
10 years ago |
scrawl
|
102eadf91c
|
Add some comments
|
10 years ago |
scrawl
|
eaa4316ff8
|
Move skinning code to SceneUtil
|
10 years ago |
scrawl
|
bd88758962
|
Use the new skinning system in OpenMW
|
10 years ago |
scrawl
|
68f93294da
|
Port EffectManager
|
10 years ago |
scrawl
|
f7d2a28930
|
Port BoneOffset
|
10 years ago |
scrawl
|
edc5cad79e
|
Port Animation::addEffect
|
10 years ago |
scrawl
|
8f6d4fb3e0
|
Fix filtering bug
|
10 years ago |
scrawl
|
57fd18b161
|
Fix frontface bug
|
10 years ago |
scrawl
|
c334a76a6f
|
Fix skinning bug
|
10 years ago |
scrawl
|
c516e897ee
|
Move Controller base classes to SceneUtil, add visitor to assign ControllerSources
|
10 years ago |
scrawl
|
de2c85e0f8
|
Port nifloader to the more efficient StateSetController
|
10 years ago |
scrawl
|
5dd1ab24fe
|
More efficient StateSetController, beginnings of sky rendering
|
10 years ago |
scrawl
|
987e923790
|
LightManager optimization
|
10 years ago |
scrawl
|
61aaf0cf70
|
Attach light lists to the object base nodes instead of each renderable
Apparently that is how Ogre worked (on the SceneNode) so let's roll with it for now. Have not tested yet what MW does.
|
10 years ago |
scrawl
|
c92592493e
|
OpenMW: create a window and render the starting cell(s)
|
10 years ago |
scrawl
|
b0ea51a5c8
|
Colour conversion utility
|
10 years ago |
scrawl
|
591a35b8d7
|
*very* early version of the LightManager
|
10 years ago |
scrawl
|
5162e9c09e
|
Add comment
|
10 years ago |
scrawl
|
a7272b73d0
|
Add utility for assembling body parts / equipment
|
10 years ago |
scrawl
|
99e1720980
|
Add SceneManager and clone utility
|
10 years ago |