Age | Commit message (Collapse) | Author |
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update.
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ssreflection
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reflection from eye is the right one.
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not the product.
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about this yet.
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the name of that combo box.
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+ // Offset the guess source a little according to a trivial
+ // checkerboard dither function and spec.a.
+ // This is meant to be similar to sampling a blurred version
+ // of the diffuse map. LOD would be better in that regard.
+ // The goal of the blur is to soften reflections in surfaces
+ // with low shinyness, and also to disguise our lameness.
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don't use varying version of lightnorm for lighting the reflection-guess-point.
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requirements.
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SSAO.
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revisit soft alpha in materials project.
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water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup.
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thing we did to this vector was normalize it anyway.
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from class1 except for some minor const tweaks (I've migrated class3's tweaks into class1 on the assumption that this was what davep sees all the time)
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greater than 0.
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Added RenderUseStreamVBO to enable/disable usage of VBO's for streaming buffers.
Faster traversal of LLCullResult members.
Removal of llpushcallstacks from inner loops.
Sprinkling in fast timers.
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again
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this with rearrangement.
not tested.
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the same shader code.
kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
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far as the shader is concerned.
not complete.
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next, needs the non-shader GL lighting model to be equally dumb (it's too smart - kill the spot angle.
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lighting from projectors.
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