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c48eee4eee
Fixes a regression in which pass lighting was clamped after being passed to fragment shader. For correct FFP emulation, we need to clamp the result in vertex shader. When clamping after interpolation, negative lights in particular have a much more drastic effect. |
4 years ago | |
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launcher | 6 years ago | |
mac | 7 years ago | |
mygui | 4 years ago | |
opencs | 5 years ago | |
shaders | 4 years ago | |
ui | 4 years ago | |
vfs | 6 years ago | |
windows | 6 years ago | |
wizard | 4 years ago | |
CMakeLists.txt | 6 years ago | |
gamecontrollerdb.txt | 6 years ago | |
openmw-cs.cfg | 9 years ago | |
openmw.appdata.xml | 4 years ago | |
openmw.bmp | 13 years ago | |
openmw.cfg | 5 years ago | |
openmw.cfg.local | 5 years ago | |
org.openmw.cs.desktop | 5 years ago | |
org.openmw.launcher.desktop | 5 years ago | |
settings-default.cfg | 4 years ago | |
version.in | 10 years ago |