Marc Zinnschlag
ce8694c84e
Merge remote-tracking branch 'scrawl/master'
11 years ago
scrawl
fa264935ff
We can apply vsync at runtime now that the Ogre bug is fixed.
11 years ago
Alex "rainChu" Haddad
f1b4c2e400
Fixed first person offset to use world transform
...
It slipped my mind that some necks might not be perfectly vertical.
11 years ago
Alex "rainChu" Haddad
ed0c31b485
Refactored, moved logic out of NpcAnimation
...
The logic is now handled by RenderingManager, and Camera sets its
animation's first person offset height. Due to how NpcAnimation seems to
be updated, it has to be the one to actually set its own nodes, in the
case of the hands. Otherwise, the hands would not move without a messier
hack.
11 years ago
Alex "rainChu" Haddad
0ddb5097fc
Revert "Bug #840 , First Person Sneaking Camera Height"
...
This reverts commit 296abfd48f
.
11 years ago
Alex "rainChu" Haddad
296abfd48f
Bug #840 , First Person Sneaking Camera Height
...
Also, added comments to existing code in the area.
11 years ago
Marc Zinnschlag
7076ea9467
Merge remote-tracking branch 'scrawl/map'
12 years ago
scrawl
3ddeb075fb
Fix a cell border seam on the map
12 years ago
scrawl
f12d5b728a
Ogre 1.9 compatibility changes
12 years ago
scrawl
839d251cc5
Renamed Terrain::Terrain to Terrain::World to make VC happy
12 years ago
scrawl
d3d6dfbde8
Refactored loading screen
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- Add loading progress for data files, global map, terrain
- Refactored and improved cell loading progress
12 years ago
Marc Zinnschlag
dcc55b60c3
Merge remote-tracking branch 'kcat/misc-cleanup'
12 years ago
Chris Robinson
0463dc0653
Use a smaller static geometry size for interior cells
12 years ago
Chris Robinson
bd6dd071aa
Use the non-accumulation root's parent as the accumulation root
...
This relies on the non-accumulation root not being the skeleton root. I haven't
found an instance where this isn't the case.
12 years ago
scrawl
5af89a9e8f
Fix an AABB assert for loading empty exterior cells
12 years ago
scrawl
1adce8afb3
Fix ambient light getting set from the cell data for non-interior cells
12 years ago
scrawl
ce5ea6d7d2
Use a proper node hierarchy; disconnect the root when entering interior
12 years ago
Chris Robinson
0e56b2facb
Merge remote-tracking branch 'zini/master' into physics
12 years ago
scrawl
ecf7786d11
terrain_num_lights was removed
12 years ago
scrawl
fa76d1631b
Some terrain fixes
12 years ago
Chris Robinson
a993af53e7
Merge remote-tracking branch 'zini/master' into physics
12 years ago
scrawl
8c8653160d
Crash fix, material fix
12 years ago
scrawl
ebf9debb80
Enabled terrain self shadows, implemented getHeightAt, some optimizations
12 years ago
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
12 years ago
Chris Robinson
3ca4d54bf9
Better handle animations with a 0-length loop
12 years ago
Chris Robinson
75131e6a48
Rebuild the actor after switching between werewolf forms
12 years ago
Chris Robinson
d77d60cbc2
Remove an unneeded forceUpdate method
12 years ago
Chris Robinson
1f6055d54b
Don't try to apply body skins for werewolves
...
They instead use a hidden WerewolfRobe object for their body
12 years ago
Chris Robinson
9694b18d1b
Update part skeletons immediately when added
12 years ago
Chris Robinson
f73578a832
Remove unnecessary mBodyPrefix field
12 years ago
Chris Robinson
5051544144
Remove some duplicate code
12 years ago
Chris Robinson
ceed2e30b8
Handle NPCs being a werewolf in NpcAnimation
...
Note that the body mesh comes from having a WerewolfRobe force-equipped.
12 years ago
Chris Robinson
5ac82a50b7
Remove unused function
12 years ago
Chris Robinson
076e7d8e16
Make insertBegin internal
12 years ago
Chris Robinson
2b2101958d
Destroy the scene node we create
12 years ago
Chris Robinson
0458fd5531
Remove unused/unneeded parameters
12 years ago
Marc Zinnschlag
932fffd1a7
Merge remote-tracking branch 'kcat/light-objects'
12 years ago
Chris Robinson
b4b095ca72
Don't try to get the center of a null bounding box
12 years ago
Chris Robinson
80d271aeb1
Remove unused stuff
12 years ago
Chris Robinson
3555476dfd
Use Animation-derived objects for generic objects
12 years ago
Chris Robinson
a9dca21d05
Create the Animation SceneNode in the constructor
12 years ago
Chris Robinson
48784c7e2f
Use for_each and functors to avoid some for loops
12 years ago
Chris Robinson
de95926e9f
Use controllers to animate lights in ObjectLists
12 years ago
Chris Robinson
8984d8f8ee
Use a map to simplify NPC part referencing
12 years ago
Chris Robinson
e976bb16c5
Add a light for torches
12 years ago
Chris Robinson
57fb065a86
Add Ogre::Light objects to the object list
...
Note that NIFs actually have NiLight-based light records which could be
used to create Ogre::Light objects. However, no Morrowind NIF uses them,
as far as I can tell.
12 years ago
Chris Robinson
1f436f9886
Render torches
12 years ago
scrawl
3f7daa4884
Forgot to change initTerrainTextures
12 years ago
scrawl
76e538c22a
Unused variable fix
12 years ago
scrawl
726c93c365
Terrain fixes to match vanilla better - vertices need to be mapped directly to texels for colormap and blendmap (this also caused seams at cell borders), layer uv scale appears to be 8 not 10
12 years ago