Commit Graph

93 Commits

Author SHA1 Message Date
de5b584cbf Fixes #2037
This was SVN commit r13562.
2013-07-15 05:54:46 +00:00
595c964d77 Make water specular more visible and fixes a few cases where it would actually hardly appear when it should.
Adds the ability to access an element in a dropdown box by typing the
first letters (Refs #1532).

This was SVN commit r13556.
2013-07-14 12:17:07 +00:00
4233acfa36 Slight clean up of the water code. Uses vertex data instead of a texture for foam. Should be faster to generate and render. Still no Atlas support.
This was SVN commit r13374.
2013-04-27 12:20:42 +00:00
d40a66f310 Fix particle to correctly display in the FOW, and to adapt slightly to sunColor settings (both on ARB and GLSL).
This was SVN commit r13287.
2013-03-15 10:22:24 +00:00
21a70c0399 Bloom shader rewrite.
This was SVN commit r13076.
2013-01-14 16:57:09 +00:00
gregory
6f4b1ec5a1 eihrul's shadow filter patch, fixes ticket #1738.
This was SVN commit r12929.
2012-12-03 19:34:43 +00:00
f456112492 Shadowmapping bugfixes and tweaks.
This was SVN commit r12884.
2012-11-25 18:35:59 +00:00
a6f1620621 Add nop rendering technique to water and waterfall to stop crashes in fixed and arb mode when those are used.
This was SVN commit r12882.
2012-11-25 15:26:09 +00:00
8c86beb0fa Made silhouettes display correctly in the fog.
This was SVN commit r12862.
2012-11-18 12:34:42 +00:00
55be4f8d0e Made houses construct 20% faster.
Made the Mauryan "Warrior" into a siege dude.

Started switching over the Mauryan cav jav to Mauryan textures and
actors.

This was SVN commit r12846.
2012-11-11 21:16:50 +00:00
be0beacd1a Brit War Dog nerf.
This was SVN commit r12841.
2012-11-10 19:14:16 +00:00
669b7e6e2c Fixes #1714. Also updates the Mediterranean Cove map water settings.
This was SVN commit r12831.
2012-11-07 15:40:34 +00:00
c722fbd93f Change hwdetect to handle slightly more cases with the water detection.
Updates a few more maps with new settings.

This was SVN commit r12830.
2012-11-07 10:53:37 +00:00
76676b1e38 Fix a non-fatal GL error, fix me forgetting to commit a file, remove the "3D" waviness setting as it was mostly redundant with HQ.
This was SVN commit r12822.
2012-11-05 12:14:04 +00:00
d8f22c860d Fix when not using shadows.
This was SVN commit r12820.
2012-11-04 20:39:01 +00:00
e633196698 Updates the Belgian Bog settings. Changes the water shader to have refraction look more similar between different quality levels.
This was SVN commit r12818.
2012-11-04 18:07:41 +00:00
ed7c66eb82 Updates the water settings: features can now be enabled individually for more modularity. Fixes a few bugs. Allows it to be run at an acceptable speed in Atlas.
This was SVN commit r12817.
2012-11-04 15:54:36 +00:00
d75ae52f56 Particles now correctly update with the fog. Refs #276 .
This was SVN commit r12811.
2012-11-02 16:31:27 +00:00
a3ddd7b1b3 Fix for some problems when using shadows with the superfancywater.
This was SVN commit r12809.
2012-11-02 13:08:58 +00:00
f3984a6c0e Forgot the waves shader.
This was SVN commit r12803.
2012-10-31 18:54:10 +00:00
fb035d08e3 fixes #1572 and fixes #932
Changes the water rendering in game to support higher quality effects
and to look nicer.

This was SVN commit r12802.
2012-10-31 18:42:17 +00:00
97b46d402c Removing GL3 dependency from GPU skinning code.
This was SVN commit r12801.
2012-10-30 21:57:00 +00:00
367c67d6ad GPU-skinned tangent-space effects for non-instanced units, plus a bit of cleanup.
This was SVN commit r12795.
2012-10-29 13:20:21 +00:00
5d960a136a Bactrian archer cav.
Tweaked HQDOF settings.

This was SVN commit r12788.
2012-10-27 22:18:29 +00:00
gregory
cd79b8e57b Changed DOF size and position.
This was SVN commit r12787.
2012-10-27 21:26:33 +00:00
gregory
97554bd726 Made sampling code remove blurring from around fully-focused foreground objects and cleaned up some of the code a bit.
This was SVN commit r12785.
2012-10-26 05:25:50 +00:00
gregory
9698b67400 Made manual DOF scale with focus.
This was SVN commit r12774.
2012-10-20 23:39:56 +00:00
gregory
753d151959 Added comments listing the changes from the original shader by Martinsh.
This was SVN commit r12772.
2012-10-18 20:06:25 +00:00
gregory
e963b43dcc Made bokeh DOF blur stronger, made it use the postproc manager's zNear and zFar values, and moved its settings into its effect XML file.
This was SVN commit r12771.
2012-10-18 18:52:52 +00:00
gregory
2c292798bc Changed sample count on high-quality DOF to increase performance.
This was SVN commit r12764.
2012-10-18 01:31:13 +00:00
gregory
43ad3569e1 Added higher-quality DOF postproc filter.
This was SVN commit r12763.
2012-10-18 01:21:24 +00:00
1fb7889539 Postproc manager
This was SVN commit r12755.
2012-10-15 10:34:23 +00:00
9e328e6b9f Changing sky manager to render sky using cubemaps, to avoid duplication of sky textures in memory.
This was SVN commit r12727.
2012-10-03 12:40:01 +00:00
bf5b7938f4 First attempt at adding waterfall splashes...
This was SVN commit r12686.
2012-09-17 12:22:21 +00:00
37cdcdc6fa Removing use of textureGrad function in shaders, as it requires too new a version of OpenGL.
This was SVN commit r12656.
2012-09-09 14:53:34 +00:00
779a33ee30 Water and waterfall shaders, materials and examples.
This was SVN commit r12643.
2012-09-08 18:56:13 +00:00
2ed11f6a84 Trying to clean up the old specularity code
This was SVN commit r12568.
2012-08-31 19:12:42 +00:00
e8758b8bf1 Making sure LOS really is black after Reveal Map option is used...
This was SVN commit r12565.
2012-08-31 18:33:03 +00:00
ea11dee4fa Bugfix: made sure LOS is always thresholded to black
This was SVN commit r12561.
2012-08-30 20:29:39 +00:00
5fcbf01fcb Using even stricter GLSL typing to please even more compilers...
This was SVN commit r12557.
2012-08-30 14:13:28 +00:00
2850476389 Using stricter GLSL typing to please some compilers
This was SVN commit r12552.
2012-08-30 00:29:10 +00:00
38c1a4c4a1 Modified sky, minimap and healthbar renderers to use shaders, to fix a bug reported by historic_bruno
This was SVN commit r12551.
2012-08-29 23:07:53 +00:00
7ba2b8947c Attempting to fix a graphical bug affecting ARB mode
This was SVN commit r12507.
2012-08-21 18:04:05 +00:00
b1090d1a12 Use a linear interpolation to find the point where the parallax ray intersects the surface more accurately.
This was SVN commit r12394.
2012-08-12 14:50:56 +00:00
9c56092999 Added very high quality parallax; GPU-intensive, defaults to off; enabled through config
This was SVN commit r12361.
2012-08-11 15:25:00 +00:00
eee04db56b Bugfix- changed GLSL particle shader to use modelview matrix instead of modelviewprojection
This was SVN commit r12350.
2012-08-10 21:40:50 +00:00
d45379cc62 Bugfix- changed GLSL particle shader to look the same as ARB
This was SVN commit r12349.
2012-08-10 21:02:22 +00:00
eb422bc4b3 Bugfix- changed GLSL particle shader to look the same as ARB
This was SVN commit r12344.
2012-08-10 18:14:42 +00:00
a89d131f2d Added specular mapping for units
This was SVN commit r12336.
2012-08-09 18:49:35 +00:00
88ab3f0f5b Terrain/decal materials (includes triplanar/normal/specular/emissive mapping); custom alphamaps
This was SVN commit r12306.
2012-08-07 18:21:16 +00:00