1
0
forked from 0ad/0ad
0ad/source
Ykkrosh b7888aea52 Add support for specular materials.
Let materials specify shader uniform values.
Use interned strings for shader uniform/attribute names.
Remove confusing float* cast operator on CVector4D.
Simplify and clean up CVector4D.
Remove non-supported 'old' lighting model.

This was SVN commit r11453.
2012-04-08 15:55:06 +00:00
..
collada Implements COLLADA -1 vertex weight support, using simpler initial solution. Fixes #1012. 2012-03-05 00:42:34 +00:00
graphics Add support for specular materials. 2012-04-08 15:55:06 +00:00
gui Added grayscale option for ui textures 2012-03-18 19:43:03 +00:00
lib Updates data paths on OS X and Windows. On OS X only write to locations inside ~/Library. On Windows make the distinction between local and roaming appdata, and use folder inside My Documents for user-created data. Fixes #1145. 2012-03-22 00:23:31 +00:00
maths Add support for specular materials. 2012-04-08 15:55:06 +00:00
mocks More FreeBSD build fixes. 2012-01-30 06:21:11 +00:00
network Renames our sdl.h to libsdl.h, to avoid case sensitivity errors when it includes SDL.h. 2012-01-12 23:32:27 +00:00
pch More build fixes for FreeBSD. 2012-01-31 00:06:56 +00:00
ps Add support for specular materials. 2012-04-08 15:55:06 +00:00
renderer Add support for specular materials. 2012-04-08 15:55:06 +00:00
scripting Fix #1064 (use ++it instead of it++ for consistency), based on patch by Echelon9 2011-12-29 01:17:03 +00:00
scriptinterface Fix formatting 2012-03-20 18:13:27 +00:00
simulation2 Delete rally point marker entity when entity is destroyed. Fixes #1254. 2012-03-28 23:09:05 +00:00
sound Fix -Wconversion warnings in simulation code. 2011-08-16 11:18:32 +00:00
third_party/mongoose More FreeBSD build fixes. 2012-01-30 06:21:11 +00:00
tools Add support for specular materials. 2012-04-08 15:55:06 +00:00
contributors.txt Update contributors list 2010-08-06 00:18:45 +00:00
main.cpp Add command-line option to enable archivebuilder compression 2012-03-19 21:16:12 +00:00
test_setup.cpp Update renderer design to be more flexible and data-driven based on material and shader definitions. 2012-04-03 18:44:46 +00:00