scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								e5ce94c336 
								
							 
						 
						
							
							
								
								Fix the water being affected by fog on the map  
							
							
							
						 
						
							2013-08-27 16:45:51 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								5f7e6f7b10 
								
							 
						 
						
							
							
								
								Fix a material issue, layers per pass wasn't entirely correct  
							
							
							
						 
						
							2013-08-21 17:26:11 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								ecf7786d11 
								
							 
						 
						
							
							
								
								terrain_num_lights was removed  
							
							
							
						 
						
							2013-08-20 12:31:47 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								8c8653160d 
								
							 
						 
						
							
							
								
								Crash fix, material fix  
							
							
							
						 
						
							2013-08-20 09:52:27 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								ebf9debb80 
								
							 
						 
						
							
							
								
								Enabled terrain self shadows, implemented getHeightAt, some optimizations  
							
							
							
						 
						
							2013-08-19 20:39:37 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								e27437f8ed 
								
							 
						 
						
							
							
								
								New terrain renderer - improvements:  
							
							... 
							
							
							
							- Consistent triangle alignment, fixes a noticable crack near the census and excise office. Note that alignment is still not the same as vanilla. Vanilla uses a weird diagonal pattern. I hope there aren't more trouble spots that will force us to replicate vanilla, but at least we can do that now.
 - Fixes several blending issues and cell border seams
 - Fix map render to use the terrain bounding box instead of an arbitrary height
 - Different LODs are now properly connected instead of using skirts
 - Support self shadowing
 - Normals and colors are stored in the vertices instead of a texture, this enables per-vertex lighting which should improve performance, fix compatibility issues due to the PS getting too large and mimic vanilla better
 - Support a fixed function fallback (though the splatting shader usually performs better)
 - Designed for distant land support - test: https://www.youtube.com/watch?v=2wnd9EuPJIY  - we can't really enable this yet due to depth precision issues when using a large view distance 
							
						 
						
							2013-08-19 20:34:20 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								726c93c365 
								
							 
						 
						
							
							
								
								Terrain fixes to match vanilla better - vertices need to be mapped directly to texels for colormap and blendmap (this also caused seams at cell borders), layer uv scale appears to be 8 not 10  
							
							
							
						 
						
							2013-08-07 01:34:17 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								de5a08a07d 
								
							 
						 
						
							
							
								
								Version should be 100 for GLSLES  
							
							
							
						 
						
							2013-05-25 05:40:35 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								c2c88acc7b 
								
							 
						 
						
							
							
								
								GLSLES: only the fragment shader needs precision explicitely set.  
							
							
							
						 
						
							2013-05-25 04:26:40 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								cc747d8ae4 
								
							 
						 
						
							
							
								
								GLSL ES: precision qualifiers are required  
							
							
							
						 
						
							2013-05-25 04:23:07 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								1e7cf4ae1c 
								
							 
						 
						
							
							
								
								GLES2 experiment  
							
							
							
						 
						
							2013-05-25 04:15:24 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								8845c0cee1 
								
							 
						 
						
							
							
								
								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 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								03f4e91ceb 
								
							 
						 
						
							
							
								
								Unrelated shadows fix  
							
							
							
						 
						
							2013-05-03 23:08:46 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								23b477a938 
								
							 
						 
						
							
							
								
								Fix normal maps with spaces in filename not getting loaded  
							
							
							
						 
						
							2013-04-12 04:36:28 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								2c70074dd7 
								
							 
						 
						
							
							
								
								Fix combinedAlpha  
							
							
							
						 
						
							2013-04-11 15:17:47 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								9d29921913 
								
							 
						 
						
							
							
								
								Merge remote-tracking branch 'zini/master' into nifogre  
							
							
							
						 
						
							2013-04-09 15:12:19 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								0e7d555cdf 
								
							 
						 
						
							
							
								
								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 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								01a1a0b846 
								
							 
						 
						
							
							
								
								Merge remote-tracking branch 'zini/master' into nifogre  
							
							... 
							
							
							
							Conflicts:
	components/nifogre/ogrenifloader.cpp 
							
						 
						
							2013-04-08 11:46:57 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								343e2027af 
								
							 
						 
						
							
							
								
								Support NIF detail maps  
							
							
							
						 
						
							2013-04-08 15:17:30 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								3768e04a0c 
								
							 
						 
						
							
							
								
								Merge remote-tracking branch 'zini/master' into nifogre  
							
							
							
						 
						
							2013-04-07 17:24:47 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								88c81bfb24 
								
							 
						 
						
							
							
								
								Apply polygon_mode to objects  
							
							
							
						 
						
							2013-04-07 07:38:43 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								4daaa4030d 
								
							 
						 
						
							
							
								
								Added shader based MyGUI render manager to allow using Ogre's next generation render systems.  
							
							
							
						 
						
							2013-04-07 00:12:04 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								e50b6b1cfe 
								
							 
						 
						
							
							
								
								Apply texture matrix 0 in the object shader  
							
							
							
						 
						
							2013-04-06 09:45:26 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								75b462b974 
								
							 
						 
						
							
							
								
								If alpha rejection was forced, we also need to force depth_write and depth_check  
							
							
							
						 
						
							2013-04-05 18:24:12 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								a9b56eedc3 
								
							 
						 
						
							
							
								
								Support NIF "glow maps", which are basically an emissive channel.  
							
							
							
						 
						
							2013-04-03 18:51:40 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								5625d73d84 
								
							 
						 
						
							
							
								
								Bump texture support  
							
							
							
						 
						
							2013-04-03 17:16:34 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								a39c129954 
								
							 
						 
						
							
							
								
								Clamp individual light attenuation at 1  
							
							
							
						 
						
							2013-03-29 19:53:52 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								7beda509fe 
								
							 
						 
						
							
							
								
								Lighting should be done in view space instead of object space, so that attenuation also works correctly for scaled objects  
							
							
							
						 
						
							2013-03-23 09:53:38 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								11aed7474e 
								
							 
						 
						
							
							
								
								Shadow cast on water  
							
							
							
						 
						
							2013-03-20 18:34:54 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								83932ebfe8 
								
							 
						 
						
							
							
								
								HLSL shader fix  
							
							
							
						 
						
							2013-03-16 14:36:37 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								7f8d659f3c 
								
							 
						 
						
							
							
								
								Fix transparency sorting  
							
							
							
						 
						
							2013-03-05 17:09:20 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								ff30bef3b2 
								
							 
						 
						
							
							
								
								Mipmap fix  
							
							
							
						 
						
							2013-03-05 14:27:05 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								2486ec6cb9 
								
							 
						 
						
							
							
								
								Material fixes (vertex colors, alpha)  
							
							
							
						 
						
							2013-03-05 13:51:48 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								f1d35b73b8 
								
							 
						 
						
							
							
								
								Cleanup  
							
							
							
						 
						
							2013-03-03 19:52:20 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								c9fefc7f5d 
								
							 
						 
						
							
							
								
								Simpler, more lightweight underwater effect, changed colors to match vanilla better  
							
							
							
						 
						
							2013-03-03 19:28:11 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								ac0a23a68d 
								
							 
						 
						
							
							
								
								Fix initialization problem  
							
							
							
						 
						
							2013-03-03 14:53:47 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								8966e88050 
								
							 
						 
						
							
							
								
								Fix shadows  
							
							
							
						 
						
							2013-02-27 16:07:15 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								d4264353a3 
								
							 
						 
						
							
							
								
								Merge branch 'z-up' into graphics  
							
							... 
							
							
							
							Conflicts:
	apps/openmw/mwrender/localmap.cpp
	apps/openmw/mwrender/renderingmanager.cpp
	apps/openmw/mwrender/water.cpp
	files/materials/water.shader 
							
						 
						
							2013-02-26 14:54:53 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								284ba58e1e 
								
							 
						 
						
							
							
								
								Z-up conversion: global map, shader fix  
							
							
							
						 
						
							2013-02-26 13:52:01 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								2e7bc1a368 
								
							 
						 
						
							
							
								
								Z-up conversion: local map, fix tcg  
							
							
							
						 
						
							2013-02-26 13:39:10 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								3ef952172d 
								
							 
						 
						
							
							
								
								Z-up conversion: water, sky  
							
							
							
						 
						
							2013-02-26 10:38:48 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								8aff033a0c 
								
							 
						 
						
							
							
								
								Atmosphere no longer does "real" alpha blending to blend with the horizon, this is in preparation for proper underwater viewport BG / fog  
							
							
							
						 
						
							2013-02-25 18:29:11 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								0d6a3367d3 
								
							 
						 
						
							
							
								
								Water shader no longer depends on object shaders being enabled  
							
							
							
						 
						
							2013-02-24 10:28:50 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								7046e7ae3d 
								
							 
						 
						
							
							
								
								Water fog fix  
							
							
							
						 
						
							2013-02-23 09:02:05 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								01102f9c73 
								
							 
						 
						
							
							
								
								Don't emit if there wasn't enough movement  
							
							
							
						 
						
							2013-02-23 05:53:20 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								6cceb04adf 
								
							 
						 
						
							
							
								
								When a custom near clip plane is used, we need to fix up a second viewproj matrix manually to get proper depth values in the vertex shader. This fixes fog on reflections.  
							
							
							
						 
						
							2013-02-19 03:08:00 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								42883ec64b 
								
							 
						 
						
							
							
								
								cleanup  
							
							
							
						 
						
							2013-02-18 02:33:53 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								492e0f2ccf 
								
							 
						 
						
							
							
								
								Switched objects shaders to vertex lighting, to accomodate badly placed lights in morrowind.  
							
							... 
							
							
							
							Fixed a very obvious land <-> water seam. 
							
						 
						
							2013-02-14 19:45:07 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								499f3ac0d1 
								
							 
						 
						
							
							
								
								Slightly better ripple normal blending. Not physically accurate at all, but looks good.  
							
							
							
						 
						
							2013-02-05 16:40:41 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								3772cd9257 
								
							 
						 
						
							
							
								
								Refraction can be disabled separately now  
							
							
							
						 
						
							2013-02-05 14:29:46 +01:00