forked from 0ad/0ad
prefect
7dee30e24c
- 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. |
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Atlas.cpp | ||
Atlas.h | ||
Config.cpp | ||
Config.h | ||
GameSetup.cpp | ||
GameSetup.h |