0ad/source
prefect 9f055eddb0 Shadow rendering can use depth textures, as a preparation for
self-shadowing and shadows on models in general.
Usage of depth textures can be toggled using
?renderer.useDepthTexture = true/false in the JavaScript console.

This was SVN commit r3495.
2006-02-11 18:04:32 +00:00
..
graphics Shadow rendering can use depth textures, as a preparation for 2006-02-11 18:04:32 +00:00
gui minor warning fixes: struct vs. class forward decl; size_t vs uint 2006-01-29 18:38:40 +00:00
i18n fixed wchar_t issues; now correctly separates utf16, CStrW and jschar. 2006-02-03 20:36:15 +00:00
lib adts: remove_least_valuable safely handles empty cache 2006-02-09 05:59:33 +00:00
maths fix: no longer crashes when attempting to remove node from empty track 2006-02-05 03:43:21 +00:00
ps Added particle stuff. 2006-02-11 09:39:15 +00:00
renderer Shadow rendering can use depth textures, as a preparation for 2006-02-11 18:04:32 +00:00
scripting Linux compat changes, fix for (really old) bug in VertexBufferManager shutdown, GUI header reorganization for gcc 4.0 2006-01-29 18:23:47 +00:00
simulation ConfigDB.cpp: fix vfs_load return value check 2006-01-28 22:21:54 +00:00
sound - vfs_load now returns error code and takes FileIOBuf; that must be freed via file_buf_free. if Handle is needed, use mem_wrap. 2006-01-24 08:16:29 +00:00
tools Preliminary version of player selection for Atlas. You can press any key 0-8 while the place object tool is active to place an object for that player, though the preview object will always be shown in white (Gaia) until I can figure out how to cleanly update its colour. 2006-01-29 23:38:19 +00:00
main.cpp - vfs_load now returns error code and takes FileIOBuf; that must be freed via file_buf_free. if Handle is needed, use mem_wrap. 2006-01-24 08:16:29 +00:00
ProgrammingSchedule.xls gave it a once-over, marked 1 as complete 2005-05-09 16:30:01 +00:00