Age | Commit message (Collapse) | Author |
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could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
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shaders to lerp between current and next cloud texture.
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Modify autobuild.xml to use new libatmo w/ state save/restore fixes (addresses font render glitch).
Put in nSight debug support.
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using DEFINE_GL_FRAGCOLOR for consistency.
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descrepencies.
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transform so we can store the environment intensity in the blue channel.
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for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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outputs -- no more deprecation warnings on nvidia
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texture rendering based on available hardware.
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GL_ARB_texture_multisample instead.
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