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Commit graph

134 commits

Author SHA1 Message Date
cc9cii
f2ff2f2988 Render pathgrid points and edges. Can move the points but the edges are not updated. Visibility mask does not work properly because pathgrid points are considered as objects by the physics engine. 2014-11-08 15:51:45 +11:00
sylar
a5b509ca70 Merge branch 'fixes-shadows-on-glsles-shaders' of https://github.com/sandstranger/openmw 2014-11-26 06:56:28 +04:00
sylar
925f1487b0 fix for world_matrix error 2014-11-26 06:55:41 +04:00
sylar
c9750dc7c6 fixes shadows on glsles 2014-10-25 19:00:23 +04:00
scrawl
6d7f4085a5 Add shader implementation of alpha test 2014-10-17 19:11:06 +02:00
sylar
3a625c567d fixes for shaders glsles 2014-10-07 23:32:19 +04:00
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