forked from 0ad/0ad
Matei
1a8cb85e08
- Underwater tiles will be tested against the frustum with a bounding box including the water surface, so the water gets drawn even if the terrain is off-screen. - Transparent objects (e.g. trees) should now interact with water properly. I did this by rendering them twice, first before the water, so it overlaps the underwater pieces, then after, so the above-water pieces overlap the water (the water now writes Z as well as colour to allow this). Before, only the first pass was done, so the tops of trees were covered by water. There might be more efficient ways of doing this - the best could be for the transparent objects to be drawn with a shader that always either discards a pixel or writes alpha of 1.0 instead of using 2-pass depth write then colour write. This was SVN commit r3904. |
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