Age | Commit message (Collapse) | Author |
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Fix water rendering causing distortion map update very frame.
Reduce binds in alpha draw pool for HUD atmo suppression (may regress HUD lighting weirdness).
Add ability to retrieve current user clip plane so it can be saved/restored around water map gen.
Leave render type masks as is after reflection map render to get detail filtering applied to distortion map again.
Re-enable occlusion in distortion map rendering.
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De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
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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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New outline selection around mesh objects.
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backfaces for particles (make particles render double-sided again)
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another attempt to move mem stat into base class
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affecting depth of field by modifying the depth buffer
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in impostor rendering
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for mostly-transparent buffer pixels, aka hair in ALM only
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replace llinfos, lldebugs, etc with new LL_INFOS(), LL_DEBUGS(), etc.
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attachments on impostors
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without breaking glow (even for alpha-blended) faces
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glow
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deferred (opaque objects)
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dist broken
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calculator instead of binormal calculator, convert binormal centric code to tangent centric)
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lighting/materials enabled.
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testing based overhaul WIP
Reviewed by Graham
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materials set.
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