14a73204dd
Disable distance-sorting for most transparent objects
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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
a6f1620621
Add nop rendering technique to water and waterfall to stop crashes in fixed and arb mode when those are used.
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This was SVN commit r12882.
2012-11-25 15:26:09 +00:00
55be4f8d0e
Made houses construct 20% faster.
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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.
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This was SVN commit r12841.
2012-11-10 19:14:16 +00:00
5d960a136a
Bactrian archer cav.
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Tweaked HQDOF settings.
This was SVN commit r12788.
2012-10-27 22:18:29 +00:00
gregory
cd79b8e57b
Changed DOF size and position.
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This was SVN commit r12787.
2012-10-27 21:26:33 +00:00
gregory
9698b67400
Made manual DOF scale with focus.
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This was SVN commit r12774.
2012-10-20 23:39:56 +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.
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This was SVN commit r12771.
2012-10-18 18:52:52 +00:00
gregory
43ad3569e1
Added higher-quality DOF postproc filter.
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This was SVN commit r12763.
2012-10-18 01:21:24 +00:00
1fb7889539
Postproc manager
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This was SVN commit r12755.
2012-10-15 10:34:23 +00:00
bf5b7938f4
First attempt at adding waterfall splashes...
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This was SVN commit r12686.
2012-09-17 12:22:21 +00:00
779a33ee30
Water and waterfall shaders, materials and examples.
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This was SVN commit r12643.
2012-09-08 18:56:13 +00:00
5fcbf01fcb
Using even stricter GLSL typing to please even more compilers...
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This was SVN commit r12557.
2012-08-30 14:13:28 +00:00
38c1a4c4a1
Modified sky, minimap and healthbar renderers to use shaders, to fix a bug reported by historic_bruno
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This was SVN commit r12551.
2012-08-29 23:07:53 +00:00
eee04db56b
Bugfix- changed GLSL particle shader to use modelview matrix instead of modelviewprojection
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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
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This was SVN commit r12349.
2012-08-10 21:02:22 +00:00
88ab3f0f5b
Terrain/decal materials (includes triplanar/normal/specular/emissive mapping); custom alphamaps
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This was SVN commit r12306.
2012-08-07 18:21:16 +00:00
648e68e49c
smooth LOS
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This was SVN commit r12304.
2012-08-06 22:38:42 +00:00
d3a24c26ba
Do alpha-testing earlier in ARB shaders, for performance.
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This was SVN commit r11477.
2012-04-10 21:08:54 +00:00
e686c65fe6
Partial support for alpha-tested materials
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This was SVN commit r11425.
2012-04-03 20:00:04 +00:00
59447bce2e
Move shaders into appropriate subdirectories.
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Delete some obsolete shader files.
This was SVN commit r11424.
2012-04-03 19:45:58 +00:00
6bc33fe8bd
Update renderer design to be more flexible and data-driven based on material and shader definitions.
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Support conditional expressions in shader effect XML files.
Consolidate fixed-function model rendering into the shader system.
Remove lots of now-obsolete renderer code.
Move shader defines from std::map to new class with interned data, for
performance.
Move texture from model into material.
Alleviate singletonitis.
Remove obsolete lodbias setting.
Remove unused terrain shadow transparency.
This was SVN commit r11423.
2012-04-03 18:44:46 +00:00
36107cb7e1
GLES compatibility for particles and shadows.
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Fix invalid enum errors.
Fix shader texture binding.
This was SVN commit r11372.
2012-03-19 21:10:14 +00:00
cb5669e3d7
Add terrain effect files.
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This was SVN commit r11156.
2012-02-25 17:31:19 +00:00
5009636e39
Improve Android compatibility.
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Basic touchscreen input for testing.
Better GLSL support for map rendering.
This was SVN commit r11155.
2012-02-25 17:29:27 +00:00
18043d88a5
Fix solid shader for GLSL
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This was SVN commit r11065.
2012-02-13 21:00:41 +00:00
9972eb8cae
Enough GLES compatibility to reach the menu screen
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This was SVN commit r11064.
2012-02-13 20:53:24 +00:00
db85833655
More GLES compatibility.
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Move more rendering code to shader API.
This was SVN commit r11050.
2012-02-12 13:20:49 +00:00
cc5a0fba4e
Use shader API for GUI text.
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Flip GUI quads so we don't have to disable back-face culling.
This was SVN commit r10989.
2012-01-30 00:27:23 +00:00
adbd7633dd
# Initial GLSL rendering support
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This was SVN commit r10978.
2012-01-29 01:22:22 +00:00