cc9cii
68dbf929a2
Add updated pathgrid marker nif file and fix merge issues.
2015-04-18 16:14:25 +10:00
cc9cii
03578129c7
Merge branch 'master' into pathgrid-edit
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Conflicts:
apps/opencs/view/render/cell.cpp
2015-04-18 15:47:45 +10:00
sylar
4c57cfc2d3
fixes for glsles2
2015-03-01 09:49:33 +04:00
cc9cii
6d5899361e
Merge branch 'master' into pathgrid-edit
2015-03-01 16:05:35 +11:00
sylar
edd3f9f95c
small fix for float
2015-02-27 08:58:00 +04:00
sylar
cef725012c
fix transpose error fo gles2
2015-02-27 08:56:20 +04:00
cc9cii
7f7c3d57bd
Merge branch 'master' into pathgrid-edit
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Conflicts:
apps/opencs/view/render/cell.cpp
apps/opencs/view/render/cell.hpp
2015-02-16 16:46:52 +11:00
scrawl
93ffdb427c
Small tweak to ripples
2015-02-14 15:53:01 +01:00
jacmoe
ee574e08ef
MIT License header added to all terrain component files.
2015-02-09 20:16:29 +01:00
scrawl
c27c20a859
Merge remote-tracking branch 'upstream/openmw-35' into HEAD
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Conflicts:
files/materials/water.shader
2015-02-09 19:40:59 +01:00
scrawl
dbd4abd6fe
Fix ripples for D3D - added simpler effect ( Fixes #1649 )
2015-02-09 19:30:11 +01:00
Lazaroth
fc6bd8e784
Water tweaks
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As per https://forum.openmw.org/viewtopic.php?f=3&t=2492
Also did a quick remove trailing spaces.
2015-02-03 00:23:30 +01:00
scrawl
417f60f467
Use the mooncircle textures ( Fixes #1624 , Fixes #1743 )
2015-01-31 22:40:38 +01:00
scrawl
dac1290597
Reduce size of water plane and increase subdivisions ( Fixes #969 )
2015-01-31 22:40:37 +01:00
cc9cii
84f0ddd51c
Merge branch 'master' into pathgrid-edit
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Conflicts:
apps/opencs/view/render/cell.cpp
apps/opencs/view/render/mousestate.cpp
apps/opencs/view/render/object.cpp
apps/opencs/view/render/object.hpp
apps/opencs/view/render/pagedworldspacewidget.cpp
apps/opencs/view/render/unpagedworldspacewidget.cpp
apps/opencs/view/render/worldspacewidget.cpp
2014-12-09 14:02:26 +11:00
scrawl
b650338d69
Implement drawMode of NiStencilProperty (Feature #1057 )
2014-12-03 18:28:35 +01:00
scrawl
077c619611
Implement Clamp mode for NiTexturingProperty ( Fixes #2050 )
2014-12-01 23:09:46 +01:00
cc9cii
f2ff2f2988
Render pathgrid points and edges. Can move the points but the edges are not updated. Visibility mask does not work properly because pathgrid points are considered as objects by the physics engine.
2014-11-08 15:51:45 +11:00
sylar
a5b509ca70
Merge branch 'fixes-shadows-on-glsles-shaders' of https://github.com/sandstranger/openmw
2014-11-26 06:56:28 +04:00
sylar
925f1487b0
fix for world_matrix error
2014-11-26 06:55:41 +04:00
sylar
c9750dc7c6
fixes shadows on glsles
2014-10-25 19:00:23 +04:00
scrawl
6d7f4085a5
Add shader implementation of alpha test
2014-10-17 19:11:06 +02:00
sylar
3a625c567d
fixes for shaders glsles
2014-10-07 23:32:19 +04:00
scrawl
a33514fa1d
More shader compatibility fixes
2014-10-02 13:55:36 +02:00
scrawl
c826de49a5
Potential shader compatibility fix
2014-09-30 22:57:00 +02:00
scrawl
fdc6dd6985
Shader compatibility fixes for GLSL ES
2014-07-27 20:33:44 +02:00
scrawl
07d0f4458d
Rotate clouds/particles to come from red mountain ( Fixes #245 )
2014-06-27 03:22:00 +02:00
Fil Krynicki
cfea7736d9
WIP fix
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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
2014-06-16 17:08:02 -04:00
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.
2014-01-11 00:51:03 +01:00
scrawl
d97615d5d8
Support separate specular maps
2014-01-07 18:05:44 +01:00
scrawl
94cdc1efd2
Enable mipmap generator for 1.9+
2013-12-31 00:54:40 +01:00
scrawl
27b45dd3cd
Remove unused input
2013-12-28 16:34:32 +01:00
scrawl
e68e2f82a2
Implement DarkTexture slot. Fix an issue with incorrect transparency override when base texture is empty.
2013-12-26 20:53:51 +01:00
scrawl
0050e6e67b
Support materials with no base (diffuse) texture (should be white). Support alternate UV set for diffuse texture.
2013-12-26 20:53:51 +01:00
scrawl
74e902330f
Fix a terrain shader issue
2013-12-26 20:53:51 +01:00
scrawl
6a3eb3b355
Better way of reversing layer UV.
2013-12-19 01:31:12 +01:00
scrawl
37a7ee8fcd
Set alpha value of character animations according to Invisibility / Chameleon effects.
2013-12-08 23:05:21 +01:00
scrawl
062ea627b3
Add parallax mapping for objects
2013-12-05 15:51:07 +01:00
scrawl
69c0bb1723
Add normal, specular & parallax mapping for terrain
2013-12-05 15:51:01 +01:00
scrawl
5f1878eb54
Add specular mapping (uses alpha channel of diffuse texture)
2013-12-03 18:41:45 +01:00
scrawl
147bc447a5
Add specular lighting for directional light to objects shader
2013-12-03 16:07:07 +01:00
scrawl
3452bd2e0b
Add glow effect for enchanted items
2013-11-20 00:13:12 +01:00
scrawl
e5ce94c336
Fix the water being affected by fog on the map
2013-08-27 16:45:51 +02:00
scrawl
5f7e6f7b10
Fix a material issue, layers per pass wasn't entirely correct
2013-08-21 17:26:11 +02:00
scrawl
ecf7786d11
terrain_num_lights was removed
2013-08-20 12:31:47 +02:00
scrawl
8c8653160d
Crash fix, material fix
2013-08-20 09:52:27 +02:00
scrawl
ebf9debb80
Enabled terrain self shadows, implemented getHeightAt, some optimizations
2013-08-19 20:39:37 +02:00
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
2013-08-19 20:34:20 +02:00
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
2013-08-07 01:34:17 +02:00
scrawl
de5a08a07d
Version should be 100 for GLSLES
2013-05-25 05:40:35 +02:00