- explicitly split ambient and diffuse
- add renderer.shadowZBias to bias depths in the depth texture
and avoid flickering artifacts caused by Z fighting
- cantabrian_generated uses new light values so that shadows aren't
pitch
black
This was SVN commit r3508.
Add Ogl_Shader and Ogl_Program handle types for shaders/programs loaded
from
files.
In the vertexshader render path, use a vertex program for lighting for
optimization.
This was SVN commit r2853.