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e13eb625d3
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... |
9 years ago | |
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bsatool | 10 years ago | |
esmtool | 9 years ago | |
essimporter | 9 years ago | |
launcher | 10 years ago | |
mwiniimporter | 10 years ago | |
niftest | 10 years ago | |
opencs | 9 years ago | |
openmw | 9 years ago | |
openmw_test_suite | 10 years ago | |
wizard | 10 years ago | |
doc.hpp |