1
0
forked from 0ad/0ad
0ad/source/renderer
prefect 36fa5ec2bf * clean up CLightEnv a bit
* add CLightEnv::m_TerrainShadowTransparency
* shadows will let a fraction of diffuse light through
* added JS LightEnv objects, so the lighting environment can be changed
  from the console
* new element TerrainShadowTransparency supported in the scenario .xml
format,
  changed cantabrian_generated with an example

This was SVN commit r3513.
2006-02-15 00:45:16 +00:00
..
AlphaMapCalculator.cpp added precompiled.h everywhere 2004-06-03 18:38:14 +00:00
AlphaMapCalculator.h Moved from terrain directory. 2004-05-29 20:53:40 +00:00
BlendShapes.h Moved from terrain directory. 2004-05-29 20:53:40 +00:00
FixedFunctionModelRenderer.cpp * clean up CLightEnv a bit 2006-02-15 00:45:16 +00:00
FixedFunctionModelRenderer.h Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
HWLightingModelRenderer.cpp * clean up CLightEnv a bit 2006-02-15 00:45:16 +00:00
HWLightingModelRenderer.h Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
InstancingModelRenderer.cpp * clean up CLightEnv a bit 2006-02-15 00:45:16 +00:00
InstancingModelRenderer.h Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
ModelRenderer.cpp - Terrain self-shadows (only noticeable with a low angle of sun) 2006-02-13 14:18:20 +00:00
ModelRenderer.h - Terrain self-shadows (only noticeable with a low angle of sun) 2006-02-13 14:18:20 +00:00
ModelVertexRenderer.h Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
PatchRData.cpp - Terrain self-shadows (only noticeable with a low angle of sun) 2006-02-13 14:18:20 +00:00
PatchRData.h - Terrain self-shadows (only noticeable with a low angle of sun) 2006-02-13 14:18:20 +00:00
PlayerRenderer.cpp Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
PlayerRenderer.h Massive rewrite/refactoring of the model rendering system. 2005-10-25 01:43:07 +00:00
Renderer.cpp * clean up CLightEnv a bit 2006-02-15 00:45:16 +00:00
Renderer.h - Terrain self-shadows (only noticeable with a low angle of sun) 2006-02-13 14:18:20 +00:00
RenderModifiers.cpp g_keys[] has been made redundant by SDL's key array; use SDL_GetKeyState instead to get address of new keys array 2005-10-31 16:26:51 +00:00
RenderModifiers.h - Terrain self-shadows (only noticeable with a low angle of sun) 2006-02-13 14:18:20 +00:00
RenderPathVertexShader.cpp - Terrain self-shadows (only noticeable with a low angle of sun) 2006-02-13 14:18:20 +00:00
RenderPathVertexShader.h - Terrain self-shadows (only noticeable with a low angle of sun) 2006-02-13 14:18:20 +00:00
ShadowMap.cpp Rendering related fixes: 2006-02-14 20:38:51 +00:00
ShadowMap.h Shadow rendering can use depth textures, as a preparation for 2006-02-11 18:04:32 +00:00
TerrainRenderer.cpp * clean up CLightEnv a bit 2006-02-15 00:45:16 +00:00
TerrainRenderer.h - Terrain self-shadows (only noticeable with a low angle of sun) 2006-02-13 14:18:20 +00:00
TransparencyRenderer.cpp * clean up CLightEnv a bit 2006-02-15 00:45:16 +00:00
TransparencyRenderer.h Shadow rendering can use depth textures, as a preparation for 2006-02-11 18:04:32 +00:00
VertexArray.cpp renderer: load/unload water textures (similar to alpha maps); do that in delay load and avoid leaking them. 2005-10-12 04:16:41 +00:00
VertexArray.h g_keys[] has been made redundant by SDL's key array; use SDL_GetKeyState instead to get address of new keys array 2005-10-31 16:26:51 +00:00
VertexBuffer.cpp 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
VertexBuffer.h minor warning fixes: struct vs. class forward decl; size_t vs uint 2006-01-29 18:38:40 +00:00
VertexBufferManager.cpp 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
VertexBufferManager.h Explicitly call VertexBufferManager cleanup code, since we can't rely on 2005-10-04 20:54:47 +00:00
WaterManager.cpp Advance water in sync with simulation and unit animations (so it stops when the game is paused). 2006-01-21 23:27:42 +00:00
WaterManager.h Some Linux compile fixes over the place. 2006-01-07 01:04:26 +00:00