Commit Graph

106 Commits (a457d2d922f48c791ef099b96d6f73820acc0264)

Author SHA1 Message Date
rem..om 2acbdf9f84 Hardware Skinning now uses its own bone index and bone weight buffers. The vertex buffers are initialized empty when the model is loaded and placed in the cache. 12 years ago
sha..RD 725fb33983 * Fixed bug where verts uninfluenced by bones would not work correctly in hardware skinning 12 years ago
rem..om f553d6a39a Fixed a typo in a comment in both lighting and unshaded.j3md, thanks to wezrule 12 years ago
rem..om 706cd410b6 AlphaDiscardTreshold is now supported by the Unshaded material. 12 years ago
rem..om c4fc9b723f Shadows, SSAO and CartoonEdge now works with HardWareSkinning 12 years ago
ShA..Rd 1f27804716 * Fix issue where lighting shader would not compile when vertex lighting is used (due to recent HW skinning changes) 12 years ago
sha..RD b6afd61ef0 * Lighting shader now supports HW skinning 12 years ago
sha..RD d9e3af1795 * Unshaded material now supports HW skinning 12 years ago
sha..RD c21b60fbe7 HW Skinning 12 years ago
sha..RD bd9f389108 * Added joystick mappings for wireless Xbox 360 controller. Back shoulder buttons are not supported because its not possible to convert axis into button at the moment. 12 years ago
rem..om eb5525e581 Hardware Skinning first commit, still non functionnal as no material implements it. also it's disabled by default in the skeleton control 12 years ago
rem..om 85b3e7e8c5 Made soft particles work with MS anti aliasing 12 years ago
rem..om 241cbce7e6 Shader Nodes implementation : 12 years ago
rem..om 3c84826db1 Shadows,fixed an issue when PolyOffset was not properly applied on lighting material 12 years ago
rem..om 01bf1ca843 Fixed 2 issues with shadows : 12 years ago
Zer..om ecb8b0508d (Hopefully) Fixed a shader problem on macs where it was trying to multiply an int with a float... 12 years ago
rem..om 84e4f0f8ad Ten thousand monkeys !! 12 years ago
rem..om 0dadaa80f5 Shadow system refactoring. 12 years ago
rem..om 66ddbb654d Point light shadows first push. Working solution based on rendering 6 different shadow maps. 12 years ago
rem..om d1a036a021 Pssm now supports fade out of the shadows when using a zextend 12 years ago
rem..om a5b8b48ea1 fixed an isue in shadow shaders where shadows outside of the shadowZExtend were dark instead of light. 12 years ago
rem..om cbafa1852b Shadows : There is now an alternative to the PssmRenderer : the PssmFilter that has to be used as any other filter. It does the same ass the PssmRenderer except the post shadow pass is done in screen space making it run very faster on scene that have a lot of shadow recieving Geometries. 12 years ago
PSp..om f0d4f86dd8 Updates to use logical ID mapping instead of names. 12 years ago
PSp..om 4b4ae178e5 Added a basic way to have default remappings of 12 years ago
rem..om d980519674 Re-introduced alphaDiscardThreshold in lighting frag 12 years ago
rem..om bdb715e527 Shadows : attempt two to fix them on mac. 12 years ago
rem..om 6c2dcc472d Lighting and Shadows : 12 years ago
rem..om 384f4ac1c2 Lighting and Shadows (PSSM only) : 12 years ago
Sha..rd 0a38ca0cf4 * GLSL spec allows having unset uniforms/attributes/varyings as long as they are not used in the shader, thus they are now always in scope 13 years ago
rem..om a38c61a65a Fixed syntax error in post shadow shader 13 years ago
rem..om 28926b8383 WaterFilter can now have a square shape 13 years ago
Sha..rd 27e97c34da * 'FixedFunc' technique were wiped out entirely. Not useful since now we choose default technique based on caps anyway. 13 years ago
Sha..rd 8d7b054b31 * Sky shader now normalizes direction in fragment shader instead of vertex shader 13 years ago
Sha..rd c498e79511 * Gui shader now supports vertex color on GL1 13 years ago
rem..om 3f5fd9f6c3 Parallax mapping : changed calls to texture2DLod to texture2D as it fails on mac since it shouldn't be used in a frag shader 13 years ago
rem..om 9d7d5a388c Shadows/SSAO and transparency : Removed the AlphaDiscardThreshold from the frag shaders 13 years ago
rem..om 22edb7beb0 Shadows/SSAO and transparency : Removed the AlphaDiscardThreshold attribute from the lighting material. Transparency discarding is now handled by the AlphaFallOff render state (as it should be). 13 years ago
ShA..Rd ac59c1ffdf * Fix link error in glow material techniques 13 years ago
Sha..rd 60e0e46344 * Remove usage of "SimpleTextured" shaders from other materials 13 years ago
Sha..rd 5d37b914e1 * Removed deprecated material definitions 13 years ago
Sha..om 9aacd96926 * PostShadowPSSM: Made texSize const, to fix shader error 13 years ago
rem..om bf55974bf4 Changed the way post shadow pass is done. It's now a technique of the lighting material definition. 13 years ago
rem..om 203bc00a7d Lighting material now normalize normal value read from the normal map to avoid banding artifacts 13 years ago
rem..om 5671358657 Soft particles implementation. 13 years ago
Sha..rd 3dfe3d70f5 * Re-added conditional in Lighting.frag to avoid NVIDIA bug. It uses control flow but most GLSL compilers should optimize it to compare and set. 13 years ago
nor..67 9978684407 - move effects and networking to separate jar files 13 years ago
rem..om 26ffa11655 - Fixed parallax distortion thanks to Survivor 13 years ago
rem..om 512ebfaa1f Fixed artifact on simple water for old intel card thanks to Androlo 13 years ago
Sha..om 3bceee24fb * Fixed syntax error due to implicit float -> vec3 conversion in PostShadowPSSM15.frag 13 years ago
nor..67 697d23ddc0 - fix FXAA shader BlindCoding(TM) bug 13 years ago