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									 scrawl | de5a08a07d | Version should be 100 for GLSLES | 2013-05-25 05:40:35 +02:00 |  | 
				
					
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									 scrawl | c2c88acc7b | GLSLES: only the fragment shader needs precision explicitely set. | 2013-05-25 04:26:40 +02:00 |  | 
				
					
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									 scrawl | cc747d8ae4 | GLSL ES: precision qualifiers are required | 2013-05-25 04:23:07 +02:00 |  | 
				
					
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									 scrawl | 1e7cf4ae1c | GLES2 experiment | 2013-05-25 04:15:24 +02:00 |  | 
				
					
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									 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 |  | 
				
					
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									 scrawl | 03f4e91ceb | Unrelated shadows fix | 2013-05-03 23:08:46 +02:00 |  | 
				
					
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									 scrawl | 23b477a938 | Fix normal maps with spaces in filename not getting loaded | 2013-04-12 04:36:28 +02:00 |  | 
				
					
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									 scrawl | 2c70074dd7 | Fix combinedAlpha | 2013-04-11 15:17:47 +02:00 |  | 
				
					
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									 Chris Robinson | 9d29921913 | Merge remote-tracking branch 'zini/master' into nifogre | 2013-04-09 15:12:19 -07:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Chris Robinson | 01a1a0b846 | Merge remote-tracking branch 'zini/master' into nifogre Conflicts:
	components/nifogre/ogrenifloader.cpp | 2013-04-08 11:46:57 -07:00 |  | 
				
					
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									 scrawl | 343e2027af | Support NIF detail maps | 2013-04-08 15:17:30 +02:00 |  | 
				
					
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									 Chris Robinson | 3768e04a0c | Merge remote-tracking branch 'zini/master' into nifogre | 2013-04-07 17:24:47 -07:00 |  | 
				
					
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									 Chris Robinson | 88c81bfb24 | Apply polygon_mode to objects | 2013-04-07 07:38:43 -07:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Chris Robinson | e50b6b1cfe | Apply texture matrix 0 in the object shader | 2013-04-06 09:45:26 -07:00 |  | 
				
					
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									 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 |  | 
				
					
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									 scrawl | a9b56eedc3 | Support NIF "glow maps", which are basically an emissive channel. | 2013-04-03 18:51:40 +02:00 |  | 
				
					
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									 scrawl | 5625d73d84 | Bump texture support | 2013-04-03 17:16:34 +02:00 |  | 
				
					
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									 scrawl | a39c129954 | Clamp individual light attenuation at 1 | 2013-03-29 19:53:52 +01:00 |  | 
				
					
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									 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 |  | 
				
					
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									 scrawl | 11aed7474e | Shadow cast on water | 2013-03-20 18:34:54 +01:00 |  | 
				
					
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									 scrawl | 83932ebfe8 | HLSL shader fix | 2013-03-16 14:36:37 +01:00 |  | 
				
					
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									 scrawl | 7f8d659f3c | Fix transparency sorting | 2013-03-05 17:09:20 +01:00 |  | 
				
					
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									 scrawl | ff30bef3b2 | Mipmap fix | 2013-03-05 14:27:05 +01:00 |  | 
				
					
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									 scrawl | 2486ec6cb9 | Material fixes (vertex colors, alpha) | 2013-03-05 13:51:48 +01:00 |  | 
				
					
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									 scrawl | f1d35b73b8 | Cleanup | 2013-03-03 19:52:20 +01:00 |  | 
				
					
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									 scrawl | c9fefc7f5d | Simpler, more lightweight underwater effect, changed colors to match vanilla better | 2013-03-03 19:28:11 +01:00 |  | 
				
					
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									 scrawl | ac0a23a68d | Fix initialization problem | 2013-03-03 14:53:47 +01:00 |  | 
				
					
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									 scrawl | 8966e88050 | Fix shadows | 2013-02-27 16:07:15 +01:00 |  | 
				
					
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									 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 |  | 
				
					
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									 scrawl | 284ba58e1e | Z-up conversion: global map, shader fix | 2013-02-26 13:52:01 +01:00 |  | 
				
					
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									 scrawl | 2e7bc1a368 | Z-up conversion: local map, fix tcg | 2013-02-26 13:39:10 +01:00 |  | 
				
					
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									 scrawl | 3ef952172d | Z-up conversion: water, sky | 2013-02-26 10:38:48 +01:00 |  | 
				
					
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									 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 |  | 
				
					
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									 scrawl | 0d6a3367d3 | Water shader no longer depends on object shaders being enabled | 2013-02-24 10:28:50 +01:00 |  | 
				
					
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									 scrawl | 7046e7ae3d | Water fog fix | 2013-02-23 09:02:05 +01:00 |  | 
				
					
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									 scrawl | 01102f9c73 | Don't emit if there wasn't enough movement | 2013-02-23 05:53:20 +01:00 |  | 
				
					
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									 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 |  | 
				
					
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									 scrawl | 42883ec64b | cleanup | 2013-02-18 02:33:53 +01:00 |  | 
				
					
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									 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 |  | 
				
					
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									 scrawl | 499f3ac0d1 | Slightly better ripple normal blending. Not physically accurate at all, but looks good. | 2013-02-05 16:40:41 +01:00 |  | 
				
					
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									 scrawl | 3772cd9257 | Refraction can be disabled separately now | 2013-02-05 14:29:46 +01:00 |  | 
				
					
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									 scrawl | 0f37c24d5f | Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics | 2013-02-04 21:55:41 +01:00 |  | 
				
					
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									 scrawl | e949765922 | cloud blending now as before (0 -> 0.25 -> 1) | 2013-02-04 19:21:47 +01:00 |  | 
				
					
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									 scrawl | bf037b7d29 | Removed problematic ModVertexAlpha method, now done in shader | 2013-02-04 18:03:03 +01:00 |  | 
				
					
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									 scrawl | 15e51b76de | Experimental: Directional shading on local map, separated out refraction render, no longer uses screen depth | 2013-02-03 15:46:23 +01:00 |  | 
				
					
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									 scrawl | a461b282c1 | water ripples (experimental) | 2013-02-01 23:43:23 +01:00 |  | 
				
					
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									 scrawl | 55769aaf91 | Fix selection buffer (i.e. item selection on the inventory character preview) when object shaders were disabled | 2013-01-10 01:46:00 +01:00 |  | 
				
					
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									 scrawl | bd8d793fec | Removing gamma correction due to caused inconsistencies. | 2013-01-09 21:41:40 +01:00 |  |