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562 commits

Author SHA1 Message Date
scrawl
f99f403dda Rename TextureManager to ImageManager 2016-02-05 23:03:53 +01:00
scrawl
6ef848b7c5 Remove TextureManager::getTexture2D
Instead use getImage and let the caller create the Texture. Sharing of textures is then handled in post by the SharedStateManager.

This is closer to what the OSG serializer does.

Streamlines the TextureManager and will make it easier to multithread.
2016-02-05 23:01:11 +01:00
scrawl
5b972ee777 Move texture filtering settings to SceneManager
Practical benefits:

- Filter settings are now applied to native OSG format models. These models do not use TextureManager::getTexture2D since the model itself specifies a Texture.
- The GUI render manager will be able to use its own separate textures, making it easier to turn off filtering for them.
2016-02-05 21:03:10 +01:00
Alexander "Ace" Olofsson
776c715ccd Move NoTraverseCallback to mwrender/util.hpp 2016-01-29 23:21:58 +01:00
scrawl
6546c05428 Move Fallback map to components/ 2016-01-11 23:10:16 +01:00
scrawl
ed101ad35a Remove redundant getPlayerAnimation function 2015-12-18 17:44:57 +01:00
scrawl
7a8a7e3dd6 Add const version of getAnimation 2015-12-18 17:21:51 +01:00
Chris Robinson
f1faeeae3a Use separate config options for min and mag texture filters 2015-12-13 17:05:19 -08:00
Chris Robinson
5c0a847eaf Combine some duplicate code 2015-12-13 16:51:27 -08:00
Chris Robinson
b830a413d3 Rename the texture filter options
To avoid compatibility issues with upgrading from or downgrading to older
builds.
2015-12-13 16:02:09 -08:00
Chris Robinson
76bde5ee13 Separate and expand texture filtering options 2015-12-13 11:25:01 -08:00
scrawl
e520d37c87 Override the field of view for first person meshes (Fixes #858, Fixes #3051) 2015-12-07 16:29:30 +01:00
scrawl
9621b66b78 Move field of view setting to Camera section 2015-12-07 16:23:06 +01:00
scrawl
136a425cec Use the Werewolf field of view override (Fixes #3064)
Need to re-run the settings importer for the feature to work.
2015-12-07 16:11:47 +01:00
scrawl
67a6a8f5d4 Make projectiles receive lighting 2015-12-05 00:44:18 +01:00
scrawl
3f93af4181 Projectiles interact with the water surface (Fixes #2986) 2015-12-04 23:28:11 +01:00
scrawl
86881bcf39 In first person mode, attach sound listener to the camera 2015-12-03 15:16:20 +01:00
scrawl
62169a7039 Use a single-precision PositionAttitudeTransform in speed critical places 2015-11-22 19:54:26 +01:00
scrawl
35459f20d5 Refactor lighting mask 2015-11-10 17:23:12 +01:00
scrawl
91583fc027 Fix MWRender::Mask_ParticleSystem 2015-11-10 17:00:33 +01:00
scrawl
1b52749ae1 Adjust third person camera height based on character height 2015-11-09 17:42:35 +01:00
scrawl
2407f393ce Fix double update traversal in screenshot function 2015-11-06 23:14:27 +01:00
scrawl
6e69808129 Fix the frameNumber not being incremented in certain frames 2015-11-06 23:14:27 +01:00
scrawl
c996702b56 Fix some uninitialised variables found by static analysis 2015-11-04 20:34:50 +01:00
scrawl
209fa52883 Hide weather particles underwater (Fixes #2701) 2015-11-03 23:15:43 +01:00
scrawl
30c828dff0 Include cleanup 2015-11-03 02:17:42 +01:00
scrawl
8da4530957 Use INI-imported underwater fog settings (Fixes #2907, Fixes #1511) 2015-11-01 22:09:27 +01:00
scrawl
93f4d31cf9 Raytest mask fix (Fixes #2984) 2015-10-31 01:30:02 +01:00
scrawl
b9b154a015 Minor cleanup 2015-10-31 00:01:12 +01:00
scrawl
8433e0679f Water: connect to settings window 2015-10-29 00:25:24 +01:00
scrawl
6ba9f561ea Use simple water for the local map 2015-10-29 00:25:24 +01:00
scrawl
9f2f503d37 Water: pass the near and far planes 2015-10-29 00:25:24 +01:00
scrawl
700a0099c3 Remove debug code 2015-10-29 00:25:23 +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
515c52211e Disable mipmaps for temporary screenshot texture 2015-10-25 18:28:50 +01:00
dteviot
3fa5c6a0e7 fixed travis build failure 2015-08-21 22:00:08 +12:00
dteviot
85bc41dedb replaced FLT_MAX with numeric_limits. 2015-08-21 19:34:28 +12:00
scrawl
681183df31 Restore handling of fog depth == 0 values (Bug #1549) 2015-08-19 01:13:14 +02:00
scrawl
664ae079db Improve setting of culling mask for the savegame screenshot camera 2015-08-02 18:05:15 +02:00
scrawl
88c61ed2b6 Fix NotifyDrawCompletedCallback in single threaded mode 2015-08-02 17:57:50 +02:00
scrawl
dcb8fbc69c Accurate handling of fog depth/density (Fixes #2752) 2015-07-02 20:46:34 +02:00
scrawl
4b2391c60f Ignore effect meshes in getScreenBounds 2015-06-30 02:51:32 +02:00
scrawl
ad6764fa6a Fix bug #2715 2015-06-20 17:08:46 +02:00
scrawl
2b53e5d965 Fix for explosion effects playing when the game is paused 2015-06-19 03:32:48 +02:00
scrawl
3ebfb4e0d9 Ignore particle systems in getScreenBounds 2015-06-17 18:22:31 +02:00
scrawl
1c151f2f0a Re-enable some outcommented sky code 2015-06-16 20:56:48 +02:00
scrawl
3da8f6e62e Water ripples 2015-06-16 20:36:48 +02:00
scrawl
b90fc8ad92 Fix for various Viewer::frame calls resetting the simulationTime 2015-06-14 18:19:53 +02:00
scrawl
76bdf7a5b7 Add night-eye effect 2015-06-11 23:16:05 +02:00
scrawl
ddfed35d1c Object placement raycasts should use the rendering meshes 2015-06-05 02:26:16 +02:00
scrawl
2a85a22dba Write savegame screenshot 2015-06-03 16:40:16 +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
c85764b654 Wireframe mode 2015-06-01 17:02:44 +02:00
scrawl
bed31996c9 Camera raycast 2015-06-01 15:34:46 +02:00
scrawl
ccd95419e5 Restore various raycasting 2015-06-01 01:57:15 +02:00
scrawl
723beb1cac Move IncrementalCompileOperation to SceneManager 2015-05-26 20:20:18 +02:00
scrawl
099f93f00d Sky fixes 2015-05-26 18:22:21 +02:00
scrawl
3dcb167066 Map rendering 2015-05-26 16:40:44 +02:00
scrawl
95465a1489 Player raycast fix 2015-05-24 04:01:36 +02:00
scrawl
8b322fcd06 Implement getFacedObject using osgUtil::IntersectionVisitor 2015-05-24 03:36:34 +02:00
scrawl
c2131e7c31 Make near clip distance configurable 2015-05-24 02:34:20 +02:00
scrawl
85345e663a Restore getHitContact 2015-05-22 04:36:33 +02:00
scrawl
d6da5c8007 Fix for crosshair not showing 2015-05-22 04:36:33 +02:00
scrawl
5ea61af6ac Fix for applying view distance 2015-05-22 04:36:33 +02:00
scrawl
2235d2978b Restore animation text key handling 2015-05-22 04:36:33 +02:00
scrawl
9b8e2e9db3 Port MWRender::Camera 2015-05-22 00:29:27 +02:00
scrawl
c4452afd89 Inventory item picking 2015-05-20 04:09:21 +02:00
scrawl
820f4a2688 Fix light direction 2015-05-20 02:07:18 +02:00
scrawl
24bb2e152c Apply texture filter setting changes 2015-05-14 21:42:04 +02:00
scrawl
3e86dd7df0 Apply runtime changes to field of view & view distance 2015-05-14 18:46:28 +02:00
scrawl
b7258c8d23 Readded Objects::updatePtr 2015-05-14 17:34:55 +02:00
scrawl
77f733362c Add stats graphs for Script, Mechanics and Physics timings 2015-05-07 21:57:02 +02:00
scrawl
100d6e5fff Render MyGUI in background thread, i.e. refactor to get rid of DYNAMIC DataVariance 2015-05-05 02:38:59 +02:00
scrawl
e191f0e044 Rename MWRender::Debugging to MWRender::Pathgrid 2015-05-04 17:41:30 +02:00
scrawl
9de575ad42 Use IncrementalCompileOperation to incrementally upload OpenGL objects during the loading screen
For now, not much difference, but should result in a sizable speed up once MyGUI no longer needs the DYNAMIC flag (i.e. the loading screen truly renders in the background).
2015-05-03 18:16:54 +02:00
scrawl
9cf9c2876e Pathgrid rendering 2015-05-02 22:45:39 +02:00
scrawl
bd8f0248f0 Player rendering 2015-05-01 18:21:50 +02:00
scrawl
62847f0489 Use node masks to separate Scene and GUI 2015-05-01 01:44:21 +02:00
scrawl
0ff7b2ff11 MechanicsManager, frame update 2015-04-25 15:19:17 +02:00
scrawl
42d6c6140c Add mygui backend by chris 2015-04-24 21:55:30 +02:00
scrawl
1c0e3a6488 rotateObject, scaleObject 2015-04-23 23:50:46 +02:00
scrawl
1a19cd3607 Some cleanup 2015-04-22 19:08:56 +02:00
scrawl
dfd8e08698 Dead code removal 2015-04-21 23:40:10 +02:00
scrawl
9e177df61b Add fog, view distance, and far plane culling 2015-04-21 23:36:36 +02:00
scrawl
42f6d9e15b Port video player 2015-04-19 20:07:18 +02:00
scrawl
68f93294da Port EffectManager 2015-04-19 17:55:56 +02:00
scrawl
edc5cad79e Port Animation::addEffect 2015-04-19 01:57:52 +02:00
scrawl
c516e897ee Move Controller base classes to SceneUtil, add visitor to assign ControllerSources 2015-04-14 17:51:46 +02:00
scrawl
5dd1ab24fe More efficient StateSetController, beginnings of sky rendering 2015-04-14 15:58:16 +02:00
scrawl
c92592493e OpenMW: create a window and render the starting cell(s) 2015-04-12 15:38:30 +02:00
scrawl
4e69e7cc0f OpenMW compiles and runs w/o render window 2015-04-01 17:02:15 +02:00
scrawl
3879ce6ac1 Get rid of "player" string checks (Fixes #2216) 2015-03-11 23:07:39 +01:00
dteviot
e197f5318b fixing MSVC 2013 warning C4244: & C4305
conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
2015-03-08 13:07:29 +13:00
sylar
1bb29f610f enable mipmapping for Android again 2015-02-26 18:29:38 +04:00
scrawl
c27c20a859 Merge remote-tracking branch 'upstream/openmw-35' into HEAD
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
Marc Zinnschlag
e9d6e4f6df Merge remote-tracking branch 'ace/include-cleanup' 2015-02-09 18:03:28 +01:00
scrawl
01e32aef79 Fix exception moving a disabled object between cells 2015-02-08 14:34:31 +01:00
Jordan Ayers
2d17eaa5ea Fix argument name for setSunDirection. 2015-02-06 22:26:58 -06:00