scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								a33514fa1d 
								
							 
						 
						
							
							
								
								More shader compatibility fixes  
							
							
							
						 
						
							2014-10-02 13:55:36 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								c826de49a5 
								
							 
						 
						
							
							
								
								Potential shader compatibility fix  
							
							
							
						 
						
							2014-09-30 22:57:00 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								fdc6dd6985 
								
							 
						 
						
							
							
								
								Shader compatibility fixes for GLSL ES  
							
							
							
						 
						
							2014-07-27 20:33:44 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								07d0f4458d 
								
							 
						 
						
							
							
								
								Rotate clouds/particles to come from red mountain ( Fixes   #245 )  
							
							
							
						 
						
							2014-06-27 03:22:00 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Fil Krynicki 
								
							 
						 
						
							
							
							
							
								
							
							
								cfea7736d9 
								
							 
						 
						
							
							
								
								WIP fix  
							
							... 
							
							
							
							Bug is fixed, but appears to have broken vision underwater. Notes:
+ basically fixed by darkening the colour of water such that it is
darker than refracted terrain
+ also disabled sunlight scattering at night. This may actually be
desirable, but given there is no visible moon it seems unlikely to make
much sense, and blends a lot of green into the water colour appearing
luminescent at night 
							
						 
						
							2014-06-16 17:08:02 -04:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								c64dc2c831 
								
							 
						 
						
							
							
								
								Terrain specular mapping: use a "_diffusespec" postfix to indicate specular information is present in the alpha channel. Use alpha directly instead of 1-alpha.  
							
							
							
						 
						
							2014-01-11 00:51:03 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								d97615d5d8 
								
							 
						 
						
							
							
								
								Support separate specular maps  
							
							
							
						 
						
							2014-01-07 18:05:44 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								94cdc1efd2 
								
							 
						 
						
							
							
								
								Enable mipmap generator for 1.9+  
							
							
							
						 
						
							2013-12-31 00:54:40 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								27b45dd3cd 
								
							 
						 
						
							
							
								
								Remove unused input  
							
							
							
						 
						
							2013-12-28 16:34:32 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								e68e2f82a2 
								
							 
						 
						
							
							
								
								Implement DarkTexture slot. Fix an issue with incorrect transparency override when base texture is empty.  
							
							
							
						 
						
							2013-12-26 20:53:51 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								0050e6e67b 
								
							 
						 
						
							
							
								
								Support materials with no base (diffuse) texture (should be white). Support alternate UV set for diffuse texture.  
							
							
							
						 
						
							2013-12-26 20:53:51 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								74e902330f 
								
							 
						 
						
							
							
								
								Fix a terrain shader issue  
							
							
							
						 
						
							2013-12-26 20:53:51 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								6a3eb3b355 
								
							 
						 
						
							
							
								
								Better way of reversing layer UV.  
							
							
							
						 
						
							2013-12-19 01:31:12 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								37a7ee8fcd 
								
							 
						 
						
							
							
								
								Set alpha value of character animations according to Invisibility / Chameleon effects.  
							
							
							
						 
						
							2013-12-08 23:05:21 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								062ea627b3 
								
							 
						 
						
							
							
								
								Add parallax mapping for objects  
							
							
							
						 
						
							2013-12-05 15:51:07 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								69c0bb1723 
								
							 
						 
						
							
							
								
								Add normal, specular & parallax mapping for terrain  
							
							
							
						 
						
							2013-12-05 15:51:01 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								5f1878eb54 
								
							 
						 
						
							
							
								
								Add specular mapping (uses alpha channel of diffuse texture)  
							
							
							
						 
						
							2013-12-03 18:41:45 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								147bc447a5 
								
							 
						 
						
							
							
								
								Add specular lighting for directional light to objects shader  
							
							
							
						 
						
							2013-12-03 16:07:07 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								3452bd2e0b 
								
							 
						 
						
							
							
								
								Add glow effect for enchanted items  
							
							
							
						 
						
							2013-11-20 00:13:12 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									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