Color: Moved SColor* structs into SColor.h, so they can be used without
indirectly including CVector[34]D.
Terrain: Added 'base colour', for the Actor Viewer to be able to
modulate the colour of normally-white terrain.
Removed some "using namespace std" (because it doesn't make the code
easier to read, and it defeats the point of namespaces, and the rest of
the code doesn't do it).
This was SVN commit r4392.
- u_anim_name disambiguation
- fix implementation of finite (use our fpclassify instead of compiler's
routine)
- รค -> ae
- workaround for MAP_ANONYMOUS
- fix GLint in ogl.cpp
- add include for SIZE_MAX in string_s
- avoid PIC clobbered error and speed up rdtsc a bit
- add include for stat
This was SVN commit r4170.
This is a huge patch, including:
* add a LitRenderModifier abstract base class for RenderModifiers with
shadow+light
* add LitRenderModifiers for all types of models
* add STREAM_TEXGENTOUV1 to request generation of shadow map texcoords
for models
* create facilities to pass the texture matrix from the
RenderModifier (fragment stage) to the ModelRenderer (vertex stage)
* split ambient and diffuse terms of lighting until further down in the
pipeline; this is necessary since shadowed regions receive only
ambient light
* small improvement in how RenderPathVertexShader scales to a greater
number of vertex shaders
This was SVN commit r3690.
Performance impact:
+ Player color rendered models are batched like normal models
- Transparent sorted models never use the vertex shader path
This was SVN commit r3009.