RealBadAngel
a64d78a37e
Speed up and make more accurate relief mapping
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using linear + binary search.
2015-12-10 18:24:11 +01:00
paramat
0b87556048
Shaders: use triple-frequency waving for leaves and plants
2015-09-07 21:52:36 +02:00
RealBadAngel
8b8d17b22b
Remove use of engine sent texture tiling flags - theyre no longer needed
2015-08-20 02:41:40 +02:00
RealBadAngel
655fc6010f
Fix relief mapping issues
2015-07-16 15:36:48 +02:00
RealBadAngel
8a85e5e58d
Shaders fixes and cleanup relief mapping code.
2015-07-02 21:36:45 +02:00
RealBadAngel
1455267c9e
Bugfix: variable type mismatch
2015-06-28 21:11:54 +02:00
RealBadAngel
53efe2ef42
Remove textures vertical offset. Fix for area enabling parallax.
2015-06-21 00:11:09 +02:00
est31
ee38bcd307
Automated whitespace error fix for last commit
2015-06-14 23:15:20 +02:00
RealBadAngel
43fcfbfe05
Improved parallax mapping. Generate heightmaps on the fly.
2015-06-14 21:13:36 +02:00
Loic Blot
46821f1156
Optimize bumpmapping mathematics
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OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
2015-01-16 20:54:04 +10:00
Craig Robbins
516f1bcd16
Revert "Optimize bumpmapping mathematics"
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This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
2015-01-16 01:30:03 +10:00
Loic Blot
148fffb0f2
Optimize bumpmapping mathematics
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OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
2015-01-15 23:12:45 +10:00
RealBadAngel
535c473103
Restore finalColorBlend implementation in shaders.
2014-12-07 11:05:00 +01:00
RealBadAngel
bf91d623c8
Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders.
2014-08-16 14:48:52 +02:00
RealBadAngel
5e54bf1472
Make faces shading correct for all possible modes.
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Skip shading for lightsources and top of the nodes.
Fixes liquid sources and flowing surfaces having different brightness.
2014-08-14 06:43:47 +02:00
RealBadAngel
c9ba92c4ad
Faces shading fixes
2014-07-07 18:06:20 +02:00
RealBadAngel
a0f78659f3
Improved faces shading with and without shaders.
2014-06-17 00:56:17 +02:00
RealBadAngel
6c98fd6658
Unite nodes shaders.
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Pass drawtype and material type to shaders.
Move shaders generation to startup only.
Allow assign shaders per tile.
Initial code to support water surface shader.
2014-06-15 05:40:33 +02:00