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openmw-tes3mp/apps/openmw/mwrender
2013-05-14 22:56:26 +02:00
..
.gitignore directory structure reorganisation (still missing the mangle stuff) 2010-06-25 22:28:59 +02:00
activatoranimation.cpp Keep track of the animation layers a given object list is animating on 2013-04-23 02:48:11 -07:00
activatoranimation.hpp Return the movement vector from runAnimation 2013-01-18 16:21:29 -08:00
actors.cpp Fix crash when disabling objects in a previously loaded cell, then coming back to that cell and leaving again 2013-04-17 17:06:30 +02:00
actors.hpp NPCs / creatures can now emit ripples 2013-02-27 09:20:42 +01:00
animation.cpp Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out. 2013-04-28 11:41:01 +01:00
animation.hpp Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out. 2013-04-28 11:41:01 +01:00
camera.cpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
camera.hpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
cell.hpp implemented take action 2010-08-07 20:25:17 +02:00
characterpreview.cpp Show the equipped weapon in the inventory screen 2013-04-29 12:08:43 -07:00
characterpreview.hpp Show the equipped weapon in the inventory screen 2013-04-29 12:08:43 -07:00
compositors.cpp fix triangle / batch counts with compositors 2012-06-22 12:56:04 +02:00
compositors.hpp fix triangle / batch counts with compositors 2012-06-22 12:56:04 +02:00
creatureanimation.cpp Keep track of the animation layers a given object list is animating on 2013-04-23 02:48:11 -07:00
creatureanimation.hpp Return the movement vector from runAnimation 2013-01-18 16:21:29 -08:00
debugging.cpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
debugging.hpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
externalrendering.hpp added support for out of world rendering 2012-09-14 21:12:16 +02:00
globalmap.cpp Z-up conversion: global map, shader fix 2013-02-26 13:52:01 +01:00
globalmap.hpp transparent overlay 2012-11-04 12:13:04 +01:00
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 Make sure the weapon is in the proper group 2013-04-29 11:43:37 -07:00
npcanimation.hpp Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out. 2013-04-28 11:41:01 +01:00
objects.cpp Rename EntityList to ObjectList 2013-04-07 01:52:35 -07:00
objects.hpp Fallback system rewritten, added light fallbacks 2013-03-15 10:17:30 +01:00
occlusionquery.cpp Fix the frame update not getting called on the first frame 2013-05-13 20:08:12 +02:00
occlusionquery.hpp Fix the frame update not getting called on the first frame 2013-05-13 20:08:12 +02:00
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 rotateObject() added, input system rewritten 2012-08-09 00:15:52 +04:00
renderingmanager.cpp Sync extern/shiny, set memory budgets for texture and mesh managers (however this has no effect yet and depends on changes in Ogre being made) 2013-05-03 13:55:57 +02:00
renderingmanager.hpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
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 Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM. 2013-04-09 20:31:00 +02:00
shadows.hpp basic shadows 2012-04-11 18:53:13 +02:00
sky.cpp Corrected celestical object sizes 2013-05-14 20:34:40 +02:00
sky.hpp Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 2013-05-07 17:38:24 +02:00
terrain.cpp Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change. 2013-04-03 23:55:57 +02:00
terrain.hpp Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change. 2013-04-03 23:55:57 +02:00
terrainmaterial.cpp init pointer value to prevent segfault 2013-05-03 10:51:42 +04:00
terrainmaterial.hpp Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM. 2013-04-09 20:31:00 +02:00
videoplayer.cpp Fix a gcc 4.8 warning 2013-04-17 20:57:22 +02:00
videoplayer.hpp support the allowSkipping extra parameter for playBink command. 2013-01-07 13:19:52 +01:00
water.cpp Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 2013-05-07 17:38:24 +02:00
water.hpp Initialize values 2013-05-02 22:43:21 +04:00