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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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mwbase | 9 years ago | |
mwclass | 9 years ago | |
mwdialogue | 9 years ago | |
mwgui | 9 years ago | |
mwinput | 9 years ago | |
mwmechanics | 9 years ago | |
mwphysics | 9 years ago | |
mwrender | 9 years ago | |
mwscript | 9 years ago | |
mwsound | 9 years ago | |
mwstate | 9 years ago | |
mwworld | 9 years ago | |
CMakeLists.txt | 9 years ago | |
android_commandLine.cpp | 9 years ago | |
android_commandLine.h | 10 years ago | |
android_main.c | 9 years ago | |
crashcatcher.cpp | 9 years ago | |
doc.hpp | 10 years ago | |
engine.cpp | 9 years ago | |
engine.hpp | 10 years ago | |
main.cpp | 10 years ago |