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 |