scrawl
6d7f4085a5
Add shader implementation of alpha test
10 years ago
sylar
3a625c567d
fixes for shaders glsles
10 years ago
scrawl
a33514fa1d
More shader compatibility fixes
10 years ago
scrawl
c826de49a5
Potential shader compatibility fix
10 years ago
scrawl
fdc6dd6985
Shader compatibility fixes for GLSL ES
11 years ago
scrawl
07d0f4458d
Rotate clouds/particles to come from red mountain ( Fixes #245 )
11 years ago
Fil Krynicki
cfea7736d9
WIP fix
...
Bug is fixed, but appears to have broken vision underwater. Notes:
+ basically fixed by darkening the colour of water such that it is
darker than refracted terrain
+ also disabled sunlight scattering at night. This may actually be
desirable, but given there is no visible moon it seems unlikely to make
much sense, and blends a lot of green into the water colour appearing
luminescent at night
11 years ago
scrawl
c64dc2c831
Terrain specular mapping: use a "_diffusespec" postfix to indicate specular information is present in the alpha channel. Use alpha directly instead of 1-alpha.
11 years ago
scrawl
d97615d5d8
Support separate specular maps
11 years ago
scrawl
94cdc1efd2
Enable mipmap generator for 1.9+
11 years ago
scrawl
27b45dd3cd
Remove unused input
11 years ago
scrawl
e68e2f82a2
Implement DarkTexture slot. Fix an issue with incorrect transparency override when base texture is empty.
11 years ago
scrawl
0050e6e67b
Support materials with no base (diffuse) texture (should be white). Support alternate UV set for diffuse texture.
11 years ago
scrawl
74e902330f
Fix a terrain shader issue
11 years ago
scrawl
6a3eb3b355
Better way of reversing layer UV.
11 years ago
scrawl
37a7ee8fcd
Set alpha value of character animations according to Invisibility / Chameleon effects.
11 years ago
scrawl
062ea627b3
Add parallax mapping for objects
11 years ago
scrawl
69c0bb1723
Add normal, specular & parallax mapping for terrain
11 years ago
scrawl
5f1878eb54
Add specular mapping (uses alpha channel of diffuse texture)
11 years ago
scrawl
147bc447a5
Add specular lighting for directional light to objects shader
11 years ago
scrawl
3452bd2e0b
Add glow effect for enchanted items
11 years ago
scrawl
e5ce94c336
Fix the water being affected by fog on the map
12 years ago
scrawl
5f7e6f7b10
Fix a material issue, layers per pass wasn't entirely correct
12 years ago
scrawl
ecf7786d11
terrain_num_lights was removed
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
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
scrawl
de5a08a07d
Version should be 100 for GLSLES
12 years ago
scrawl
c2c88acc7b
GLSLES: only the fragment shader needs precision explicitely set.
12 years ago
scrawl
cc747d8ae4
GLSL ES: precision qualifiers are required
12 years ago
scrawl
1e7cf4ae1c
GLES2 experiment
12 years ago
scrawl
8845c0cee1
Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
12 years ago
scrawl
03f4e91ceb
Unrelated shadows fix
12 years ago
scrawl
23b477a938
Fix normal maps with spaces in filename not getting loaded
12 years ago
scrawl
2c70074dd7
Fix combinedAlpha
12 years ago
Chris Robinson
9d29921913
Merge remote-tracking branch 'zini/master' into nifogre
12 years ago
scrawl
0e7d555cdf
Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM.
12 years ago
Chris Robinson
01a1a0b846
Merge remote-tracking branch 'zini/master' into nifogre
...
Conflicts:
components/nifogre/ogrenifloader.cpp
12 years ago
scrawl
343e2027af
Support NIF detail maps
12 years ago
Chris Robinson
3768e04a0c
Merge remote-tracking branch 'zini/master' into nifogre
12 years ago
Chris Robinson
88c81bfb24
Apply polygon_mode to objects
12 years ago
scrawl
4daaa4030d
Added shader based MyGUI render manager to allow using Ogre's next generation render systems.
12 years ago
Chris Robinson
e50b6b1cfe
Apply texture matrix 0 in the object shader
12 years ago
scrawl
75b462b974
If alpha rejection was forced, we also need to force depth_write and depth_check
12 years ago
scrawl
a9b56eedc3
Support NIF "glow maps", which are basically an emissive channel.
12 years ago
scrawl
5625d73d84
Bump texture support
12 years ago
scrawl
a39c129954
Clamp individual light attenuation at 1
12 years ago
scrawl
7beda509fe
Lighting should be done in view space instead of object space, so that attenuation also works correctly for scaled objects
12 years ago
scrawl
11aed7474e
Shadow cast on water
12 years ago