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