Commit Graph

109 Commits (cef3b30b25cdb48f6004dd68e12d3b58c90999ea)

Author SHA1 Message Date
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
scrawl 83932ebfe8 HLSL shader fix 12 years ago
scrawl 7f8d659f3c Fix transparency sorting 12 years ago
scrawl ff30bef3b2 Mipmap fix 12 years ago
scrawl 2486ec6cb9 Material fixes (vertex colors, alpha) 12 years ago
scrawl f1d35b73b8 Cleanup 12 years ago
scrawl c9fefc7f5d Simpler, more lightweight underwater effect, changed colors to match vanilla better 12 years ago
scrawl ac0a23a68d Fix initialization problem 12 years ago
scrawl 8966e88050 Fix shadows 12 years ago
scrawl d4264353a3 Merge branch 'z-up' into graphics
Conflicts:
	apps/openmw/mwrender/localmap.cpp
	apps/openmw/mwrender/renderingmanager.cpp
	apps/openmw/mwrender/water.cpp
	files/materials/water.shader
12 years ago
scrawl 284ba58e1e Z-up conversion: global map, shader fix 12 years ago
scrawl 2e7bc1a368 Z-up conversion: local map, fix tcg 12 years ago
scrawl 3ef952172d Z-up conversion: water, sky 12 years ago
scrawl 8aff033a0c Atmosphere no longer does "real" alpha blending to blend with the horizon, this is in preparation for proper underwater viewport BG / fog 12 years ago
scrawl 0d6a3367d3 Water shader no longer depends on object shaders being enabled 12 years ago
scrawl 7046e7ae3d Water fog fix 12 years ago
scrawl 01102f9c73 Don't emit if there wasn't enough movement 12 years ago
scrawl 6cceb04adf When a custom near clip plane is used, we need to fix up a second viewproj matrix manually to get proper depth values in the vertex shader. This fixes fog on reflections. 12 years ago
scrawl 42883ec64b cleanup 12 years ago
scrawl 492e0f2ccf Switched objects shaders to vertex lighting, to accomodate badly placed lights in morrowind.
Fixed a very obvious land <-> water seam.
12 years ago
scrawl 499f3ac0d1 Slightly better ripple normal blending. Not physically accurate at all, but looks good. 12 years ago
scrawl 3772cd9257 Refraction can be disabled separately now 12 years ago