Commit Graph

101 Commits

Author SHA1 Message Date
7cb4c0dcfc Partial fix of minimap rendering for GLES.
Replaces glBegin/End with glDrawArrays, GL_QUADS with GL_TRIANGLES, and
modifies shaders as needed.

This was SVN commit r14153.
2013-11-12 01:31:52 +00:00
7dec618898 Some attempts to fix GLES build in smooth LOS and post proc manager.
Replaces glBegin/End with glDrawArrays, GL_QUADS with GL_TRIANGLES, and
replaces glPush/PopAttrib by resetting the viewport manually.
Adjusts GLSL shaders for these changes.

This was SVN commit r14152.
2013-11-12 01:30:17 +00:00
8aa6485d78 Fix shader errors with OpenGL ES
This was SVN commit r14067.
2013-11-02 22:58:38 +00:00
14a73204dd Disable distance-sorting for most transparent objects
Distance-sorting of the alpha-blend pass of objects like trees and grass
is quite expensive (partly the cost of sorting, partly the cost of being
unable to batch efficiently), and the effect on visual quality is
typically very hard to see (the alpha-test pass does most of the work
for
objects that aren't fully translucent). That's not a good tradeoff, so
turn it off.

Leave distance sorting enabled for e.g. waterfalls since it might make a
more noticeable difference for them.

This was SVN commit r13753.
2013-08-24 14:48:02 +00:00
f106d7714a Fix a swap between reflections and refractions in config.cfg . Disabling "Render Reflections" now reverts to the skybox for better results.
Allows to oversaturate in Atlas' HDR settings.

This was SVN commit r13752.
2013-08-24 14:44:38 +00:00
957c51727b Improve on-water shadows. Fix an issue with foam looking static. Add anisotropic filtering (x4) to the water normal texture for testing.
This was SVN commit r13750.
2013-08-24 14:12:39 +00:00
03bf727d9a Fix deactivation of HQ waviness causing the specular effect to go crazy.
This was SVN commit r13708.
2013-08-19 10:19:21 +00:00
b770c41f0b Removes shadow casting and receiving on preview entities, patch started by ericb, fixes #1771
This was SVN commit r13706.
2013-08-18 22:17:57 +00:00
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