Bret Curtis
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8a8107e837
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as it says; revert vismask and uncomplicate openmw
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2020-04-20 20:57:38 +02:00 |
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Andrei Kortunov
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84979fa8b7
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Move VisMask to components
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2020-02-16 16:03:35 +04:00 |
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Andrei Kortunov
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f09d20434c
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Clamp number of shadow maps
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2019-11-17 17:25:02 +04:00 |
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Andrei Kortunov
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7074baa1c2
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Clamp number of shadow maps, as described in docs
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2019-11-13 15:10:22 +04:00 |
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bzzt
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b6ed2f1718
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Add optional shadow map max distance and fading
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2019-11-02 18:06:39 +03:00 |
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AnyOldName3
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cfe921fb82
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Remove uneeded includes.
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2019-01-31 20:12:42 +00:00 |
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AnyOldName3
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2761a38562
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Prettify shadow define map setup.
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2019-01-31 20:12:17 +00:00 |
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AnyOldName3
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57e10e26b2
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Make variable name less confusing
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2019-01-31 14:58:57 +00:00 |
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AnyOldName3
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a24b8ec3d2
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Fix enable/disable mixup.
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2019-01-31 14:57:56 +00:00 |
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AnyOldName3
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556c9a3382
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Add normal-offset shadow mapping to remove shadow acne (flicker)
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2019-01-30 22:28:00 +00:00 |
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AnyOldName3
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199e6ed82d
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Revert "Use forward declaration to reduce build times."
This reverts commit 305b9826df .
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2018-12-19 23:53:14 +00:00 |
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AnyOldName3
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305b9826df
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Use forward declaration to reduce build times.
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2018-12-19 16:23:32 +00:00 |
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AnyOldName3
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2d5da1a6fa
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Don't exclusively rely on a shadow map if its bounds have been expanded since the cull traversal.
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2018-12-08 20:39:41 +00:00 |
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AnyOldName3
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0a409c0ab8
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Make shadow map front-face culling configurable
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2018-12-01 00:26:43 +00:00 |
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AnyOldName3
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dd207d9e54
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Make the shadow polygon offset parameters configurable
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2018-11-30 00:55:54 +00:00 |
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AnyOldName3
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1ca7ea23d1
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Add extra uniforms to the disabled shadows StateSet so that the shadow texture samplers are bound ot the dummy shadow maps correctly.
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2018-10-30 17:07:11 +00:00 |
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AnyOldName3
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474770eca8
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Switch shadow map rendering to a specialised, simplified shader.
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2018-10-16 21:23:31 +01:00 |
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AnyOldName3
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3b3721897d
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Make indoor shadows disableable.
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2018-08-08 23:56:11 +01:00 |
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AnyOldName3
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85aba2e1da
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Add toggleable shadow debug overlay.
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2018-06-28 17:24:36 +01:00 |
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AnyOldName3
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84284a60a7
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Make CSM shader changes controllable by the setting.
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2018-05-17 17:35:55 +01:00 |
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AnyOldName3
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5d05aadb37
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Begin to let settings toggle between CSM and PSSM
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2018-05-17 16:57:01 +01:00 |
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AnyOldName3
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66a114d6ec
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Fix a couple of warnings
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2018-02-27 14:15:06 +00:00 |
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AnyOldName3
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f9cf1ac94b
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Separate indoor and outdoor shadow casting masks.
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2018-02-27 00:13:51 +00:00 |
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AnyOldName3
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35eb71052e
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Tidy up the shadow manager
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2018-02-26 23:52:46 +00:00 |
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AnyOldName3
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882b63cba9
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Make split point control parameters configurable with the new shadow technique.
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2018-02-26 23:00:46 +00:00 |
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AnyOldName3
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e233dae1cd
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Hook up the new shadow technique
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2018-02-26 22:27:09 +00:00 |
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AnyOldName3
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02d0ee3485
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Rename old shadow class to shadow manager
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2018-02-26 14:29:31 +00:00 |
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AnyOldName3
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9ec59783ba
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Add basic support for distant terrain CLSB
(cherry picked from commit 0f9dc3e65b72e6fff762f7a0933bae6f861e5fd4)
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2018-02-23 23:37:04 +00:00 |
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AnyOldName3
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cb6767b4fc
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Move the declaration of ComputeLightSpaceBounds to the header so that it can be accessed from other compilation units.
(cherry picked from commit 8ac4fb208897a18da4934dd6f2fe84560b44ba9d)
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2018-02-23 23:35:01 +00:00 |
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AnyOldName3
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6251e0519e
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Use CLSB results to reduce maximum shadow map distance when sensible.
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2018-02-23 23:31:53 +00:00 |
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AnyOldName3
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9f20aaccfb
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Add some more advanced settings to control shadows.
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2018-01-25 16:08:34 +00:00 |
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AnyOldName3
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c3e0398d1c
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Add settings
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2017-12-27 02:32:17 +00:00 |
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AnyOldName3
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c192c851db
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Make disabling shadows disable their performance impact, too.
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2017-12-26 23:51:50 +00:00 |
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AnyOldName3
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8957c92a36
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Switch to a more industry-standard shadow map splitting scheme
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2017-12-17 00:52:10 +00:00 |
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AnyOldName3
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7cce2d6f87
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Implement a more sensible shadow map cascading system
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2017-12-12 22:37:40 +00:00 |
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AnyOldName3
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98cd9fc144
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Add preliminary support for global shader defines.
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2017-11-22 20:07:07 +00:00 |
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AnyOldName3
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e201e359a9
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Move Shadow to Components
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2017-11-08 01:44:49 +00:00 |
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