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Commit Graph

12 Commits

Author SHA1 Message Date
2c8b78ddaa Option to disable fog effects.
Fixes #4626
Patch By: dp304
This was SVN commit r20584.
2017-12-04 15:54:24 +00:00
909b8d4369 Allow multiple special sprites, to facilitate cases where we want to add an overlay to a sprite.
"color" can make use of the sprite's alpha texture, and the "add_color"
effect will now take the original image's alpha into account.
Remove the no longer needed "unaffordableMask" images on a variety of
panels.

Somewhat based on a patch by BoeseRaupe. Fixes #2421 and #3688.

This was SVN commit r17456.
2015-12-13 16:03:17 +00:00
7a48606471 GLES compatibility for particle shader
This needs to use the model-view matrix, not model-view-projection (the
transform uniform), else the axes won't be unit vectors and the particle
sizes will be wrong. But GLES doesn't have the pre-defined matrices, so
pass it in explicitly.

This was SVN commit r16165.
2015-01-19 21:44:53 +00:00
b4997dc7c6 Fixes minimap GLES compatibility by making point size a uniform and passing into the shaders
This was SVN commit r15901.
2014-10-26 04:37:26 +00:00
e50147fd96 Metaprogramming 9ce51f4357.
Change something on water shaders to see if it works better on ATI
cards.

This was SVN commit r15594.
2014-08-01 10:15:29 +00:00
9ce51f4357 Commit coastal waves when activating fancy effects, and incidentally completely change how this effect work. Refs #48.
This was SVN commit r15576.
2014-07-28 10:14:00 +00:00
326290463e Further WIP water improvements. Add 3 different textures for different looks. Update some oasis maps for that. Streamline water settings (some removed, some added). Update Atlas for those (needs to be tested). Fix an issue with HQ water effects.
Please report any issue and/or crash. Those will get fixed in commits to
come. Refs #48.

This was SVN commit r15484.
2014-07-03 20:07:15 +00:00
ab30e0d4fb Change the water texture to a new, bigger one, created in Blender (thanks to Enrique). Change settings so that they are more logical, yet allow reverting back to an even lower quality setting. Add a WIP high setting (with foam) which isn't finished yet.
Change the shader itself so that the effects look nicer and are more
consistent across settings.
Rework the water mesh generation (simpler system). Fix a few issues.

May work oddly with Atlas since I haven't been able to compile yet.

Refs #1875 (maybe fix), Fixes #2077 (I'll assume it does), Fixes #2114
(assumption again), refs #48.

This was SVN commit r15473.
2014-07-01 16:05:05 +00:00
fe3315376c Add BoundingSphere, SOverlaySphere.
BoundingSphere is similar to a bounding box, but more spherical.

SOverlaySphere is useful for visualising BoundingSphere (it's quite
inefficient and should only be used for debug functionality).

Normalise the camera frustum clipping planes, so that IsSphereVisible
gives the correct result.

This was SVN commit r15261.
2014-06-01 18:05:46 +00:00
15ec863aec Substantial speed-up of the foam generation code.
Remove waves for now as they were unsatisfactory.
Removes "shininess" as a water parameter as it was basically useless.
Add a button in Atlas to recompute water parameters so you can now see
fog in Atlas.

Fixes #1743, #1803 (invalid)
Refs #1875, #2114, #48.

This was SVN commit r14514.
2014-01-05 16:15:20 +00:00
701508922f Use CStrIntern for font names to reduce lookup cost
This was SVN commit r14020.
2013-10-18 16:15:42 +00:00
994ebd9836 Add a list of statically-constructed CStrIntern strings
Switch all the constant strings in graphics code to use the new
variables.
This avoids the cost of instantiating CStrInterns at runtime every
frame.

This was SVN commit r13906.
2013-09-29 13:19:52 +00:00