Commit Graph

4 Commits

Author SHA1 Message Date
7dee30e24c - Terrain self-shadows (only noticeable with a low angle of sun)
- 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.
2006-02-13 14:18:20 +00:00
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
5ac92a3302 Advance water in sync with simulation and unit animations (so it stops when the game is paused).
Other miscellaneous tidyings.

This was SVN commit r3386.
2006-01-21 23:27:42 +00:00
b889826a3d Some Linux compile fixes over the place.
Create TerrainRenderer, ShadowMap and WaterManager classes to divide
CRenderer's functions into more logical units.

This was SVN commit r3332.
2006-01-07 01:04:26 +00:00