| Commit message (Collapse) | Author | Age |
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The dynamic shadows are yet not in the desired state to justify the
inclusion into version 5.5.0. A stable release is long overdue, hence
this allows fixes to continue in 5.6.0-dev to finally release an
acceptable version of the dynamic shadows feature.
Reverting this commit is highly recommended to proceed in development.
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Also cleans up related code somewhat.
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Co-authored-by: x2048 <codeforsmile@gmail.com>
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* protect it from Camera, Sky, ClientMap object calls
* rename Game::sky to Game::m_sky
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Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
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IrrLicht built-in shader is broken, have to write my own
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The only currently relevant parameter is scale which can now be changed
without resetting stars position
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* add regular sky gradient
* add regular sky gradient
* Update sky.cpp
* change default day sky colors
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Fix memory leak (unused allocation)
Fix star rendering
Rename sky color struct
Fix stars on android
Remove extraneous .data() from android star draw
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* Increase star count to 1000 and decrease radius slightly.
* Adjust star width.
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Split sun and moon render parts from the main render function.
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Move star draw to before sun glow texture draw and before sun draw,
not currently essential but the logical order. Will be necessary if
a 'no far ground' option is added, to draw stars behind the sun.
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This time correctly, by resetting the 'material' to '1' after moon draw.
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At sunset:
Stars first appear slightly later, at the time the sun disappears over the horizon,
this fixes seeing dark stars in front of the sun horizon glow texture.
Stars reach full brightness slightly earlier at time 20000, not so excessively long
after sunset.
The above behaviour is also applied at sunrise, but of course, time-inverted.
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Reverts the render order change of commit
ce2d33eb97238e2e050d065a8f0838749a0b31d0
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Update Android.mk
Remove 'src/client' from include_directories
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