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openmw-tes3mp/apps/openmw/mwrender
Chris Robinson 77ba0fbe73 Prepare for creating particles
This adds a vector of ParticleSystems to the EntityList, and modifies
corresponding code to handle it. It also loads the ParticleFX plugin so
particles can be created (although they aren't yet).
2013-04-04 05:10:52 -07:00
..
.gitignore
activatoranimation.cpp Transparency should be evaluated per subentity, not per NIF 2013-03-04 16:57:00 +01:00
activatoranimation.hpp Return the movement vector from runAnimation 2013-01-18 16:21:29 -08:00
actors.cpp NPCs / creatures can now emit ripples 2013-02-27 09:20:42 +01:00
actors.hpp NPCs / creatures can now emit ripples 2013-02-27 09:20:42 +01:00
animation.cpp Prepare for creating particles 2013-04-04 05:10:52 -07:00
animation.hpp renamed high level NIF files... 2013-03-02 13:23:09 -08:00
cell.hpp
characterpreview.cpp Fix NPC race height not being applied 2013-03-15 16:44:35 +01:00
characterpreview.hpp Race selection preview: render only the head, and focus the camera on its node 2013-03-06 18:03:47 +01:00
compositors.cpp
compositors.hpp
creatureanimation.cpp Transparency should be evaluated per subentity, not per NIF 2013-03-04 16:57:00 +01:00
creatureanimation.hpp Return the movement vector from runAnimation 2013-01-18 16:21:29 -08:00
debugging.cpp Removing some leftovers of mwRoot node 2013-02-26 14:01:10 +01:00
debugging.hpp Removing some leftovers of mwRoot node 2013-02-26 14:01:10 +01:00
externalrendering.hpp
globalmap.cpp Z-up conversion: global map, shader fix 2013-02-26 13:52:01 +01:00
globalmap.hpp
localmap.cpp Fix wrong padding breaking local map for cells where the bounds center is far from the origin 2013-03-11 19:32:39 +01:00
localmap.hpp Cleanup 2013-03-03 19:52:20 +01:00
npcanimation.cpp Prepare for creating particles 2013-04-04 05:10:52 -07:00
npcanimation.hpp Race selection preview: render only the head, and focus the camera on its node 2013-03-06 18:03:47 +01:00
objects.cpp Prepare for creating particles 2013-04-04 05:10:52 -07:00
objects.hpp Fallback system rewritten, added light fallbacks 2013-03-15 10:17:30 +01:00
occlusionquery.cpp Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack 2013-03-08 23:46:25 +01:00
occlusionquery.hpp Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack 2013-03-08 23:46:25 +01:00
player.cpp Allow zooming camera in vanity or preview mode with the mousewheel 2013-03-08 00:12:56 +01:00
player.hpp Allow zooming camera in vanity or preview mode with the mousewheel 2013-03-08 00:12:56 +01:00
refraction.cpp Cleanup 2013-03-03 19:52:20 +01:00
refraction.hpp Make sure render textures are inactive when in a cell without water 2013-03-03 15:11:45 +01:00
renderconst.hpp Simpler, more lightweight underwater effect, changed colors to match vanilla better 2013-03-03 19:28:11 +01:00
renderinginterface.hpp
renderingmanager.cpp Avoid converting to and from quaternions 2013-03-30 17:31:16 -07:00
renderingmanager.hpp Fallback system rewritten, added light fallbacks 2013-03-15 10:17:30 +01:00
ripplesimulation.cpp NPCs / creatures can now emit ripples 2013-02-27 09:20:42 +01:00
ripplesimulation.hpp NPCs / creatures can now emit ripples 2013-02-27 09:20:42 +01:00
shadows.cpp Make OpenMW work with Ogre 1.9 2013-01-12 08:23:15 +01:00
shadows.hpp
sky.cpp constness fixes 2013-03-18 08:29:40 +01:00
sky.hpp Merge branch 'z-up' into graphics 2013-02-26 14:54:53 +01:00
terrain.cpp Fix a terrain glitch 2013-03-03 15:11:19 +01:00
terrain.hpp
terrainmaterial.cpp Cleanup 2013-03-03 19:52:20 +01:00
terrainmaterial.hpp Make OpenMW work with Ogre 1.9 2013-01-12 08:23:15 +01:00
videoplayer.cpp Simpler, more lightweight underwater effect, changed colors to match vanilla better 2013-03-03 19:28:11 +01:00
videoplayer.hpp
water.cpp Avoid manually updating render targets from within frameRenderingQueued 2013-03-05 14:24:29 +01:00
water.hpp Avoid manually updating render targets from within frameRenderingQueued 2013-03-05 14:24:29 +01:00