Andrei Kortunov
2d869ca9ff
Fix node masks signed/unsigned mismatch
2021-04-20 10:52:51 +04:00
Andrei Kortunov
14cf0ce1dc
Implement instanced groundcover
2021-01-26 22:29:41 +04:00
Bret Curtis
8a8107e837
as it says; revert vismask and uncomplicate openmw
2020-04-20 20:57:38 +02:00
Andrei Kortunov
84979fa8b7
Move VisMask to components
2020-02-16 16:03:35 +04:00
Andrei Kortunov
00ab552184
Add more settings to water reflections in exteriors (feature #4859 )
2019-03-02 14:26:14 +04:00
AnyOldName3
cfad38b869
Make masks consecutive and ordered.
2018-03-01 17:32:45 +00:00
AnyOldName3
6f582f5411
Make indoor shadows do something meaningful.
2018-03-01 17:30:53 +00:00
AnyOldName3
2e7951c83f
Remove unused mask
2017-11-08 01:28:10 +00:00
scrawl
532b26bf3c
osgShadow experiment
2017-04-14 15:35:41 +02:00
scrawl
5eff286c71
Use separate node mask and parent for CompositeMapRenderer to allow the loading screen to pre compile composite maps.
2017-03-14 19:27:55 +01:00
scrawl
f898bf493f
Don't use Geodes
2016-03-10 13:17:01 +01:00
scrawl
87beb73970
Correction
2016-01-15 16:34:57 +01:00
scrawl
fbf07133ea
Document usage of node masks
2016-01-15 16:31:24 +01:00
scrawl
35459f20d5
Refactor lighting mask
2015-11-10 17:23:12 +01:00
scrawl
1cf1c944b7
Don't attempt to render weather particles on the refraction and reflection textures
2015-11-03 23:20:17 +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
6ba9f561ea
Use simple water for the local map
2015-10-29 00:25:24 +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
b648722d3b
Don't use the ParticleSystem for computing placeable bounds (Bug #2700 )
2015-06-17 15:13:41 +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
scrawl
3dcb167066
Map rendering
2015-05-26 16:40:44 +02:00
scrawl
8b322fcd06
Implement getFacedObject using osgUtil::IntersectionVisitor
2015-05-24 03:36:34 +02:00
scrawl
0b042b75cc
Restore actor visibility mask
2015-05-23 05:42:37 +02:00
scrawl
9cf9c2876e
Pathgrid rendering
2015-05-02 22:45:39 +02:00
scrawl
62847f0489
Use node masks to separate Scene and GUI
2015-05-01 01:44:21 +02:00
scrawl
edc5cad79e
Port Animation::addEffect
2015-04-19 01:57:52 +02:00