Commit Graph

6 Commits

Author SHA1 Message Date
7dee30e24c - Terrain self-shadows (only noticeable with a low angle of sun)
- explicitly split ambient and diffuse
- add renderer.shadowZBias to bias depths in the depth texture
  and avoid flickering artifacts caused by Z fighting
- cantabrian_generated uses new light values so that shadows aren't
pitch
  black

This was SVN commit r3508.
2006-02-13 14:18:20 +00:00
9d3be5713b Work around what is apparently an ATI driver bug in the GLSL implementation
This was SVN commit r3113.
2005-11-06 22:47:26 +00:00
f160fe1469 instancing.xml doesn't need shlight.vs (thanks to Philip for pointing it out)
This was SVN commit r3108.
2005-11-06 17:36:58 +00:00
875cb3bca1 Add ARB_vertex_shader specific functions to glext_funcs.h
Add an "instancing" model renderer to improve rendering of
non-transparent,
unanimated models. This renderer is used when the vertexshader path is
rendering path is used.

This was SVN commit r3052.
2005-10-30 00:22:22 +00:00
d2ee50031c Fix shlight.vs for ATI cards.
The NVidia shader compiler is not as strict as the ATI compiler.

This was SVN commit r2856.
2005-10-05 19:29:52 +00:00
f1ee2cd66d Add the notion of render paths and an appropriate configuration option.
Add Ogl_Shader and Ogl_Program handle types for shaders/programs loaded
from
files.
In the vertexshader render path, use a vertex program for lighting for
optimization.

This was SVN commit r2853.
2005-10-05 16:42:09 +00:00