Commit message (Collapse) | Author | Age | |
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* | Speed up and make more accurate relief mapping | RealBadAngel | 2015-12-10 |
| | | | | using linear + binary search. | ||
* | Shaders: use triple-frequency waving for leaves and plants | paramat | 2015-09-07 |
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* | Remove use of engine sent texture tiling flags - theyre no longer needed | RealBadAngel | 2015-08-20 |
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* | Fix relief mapping issues | RealBadAngel | 2015-07-16 |
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* | Shaders fixes and cleanup relief mapping code. | RealBadAngel | 2015-07-02 |
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* | Bugfix: variable type mismatch | RealBadAngel | 2015-06-28 |
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* | Remove textures vertical offset. Fix for area enabling parallax. | RealBadAngel | 2015-06-21 |
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* | Automated whitespace error fix for last commit | est31 | 2015-06-14 |
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* | Improved parallax mapping. Generate heightmaps on the fly. | RealBadAngel | 2015-06-14 |
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* | Optimize bumpmapping mathematics | Loic Blot | 2015-01-16 |
| | | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes | ||
* | Revert "Optimize bumpmapping mathematics" | Craig Robbins | 2015-01-16 |
| | | | | This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a. | ||
* | Optimize bumpmapping mathematics | Loic Blot | 2015-01-15 |
| | | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes | ||
* | Restore finalColorBlend implementation in shaders. | RealBadAngel | 2014-12-07 |
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* | Let lighting be done only CPU side. Remove finalColorBlend implementation ↵ | RealBadAngel | 2014-08-16 |
| | | | | from shaders. | ||
* | Make faces shading correct for all possible modes. | RealBadAngel | 2014-08-14 |
| | | | | | Skip shading for lightsources and top of the nodes. Fixes liquid sources and flowing surfaces having different brightness. | ||
* | Faces shading fixes | RealBadAngel | 2014-07-07 |
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* | Improved faces shading with and without shaders. | RealBadAngel | 2014-06-17 |
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* | Unite nodes shaders. | RealBadAngel | 2014-06-15 |
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. |