| 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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* Adjust minimum filter radius for perspective
* Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp
* Read shadow_soft_radius setting as float
* Use adaptive filter radius to accomodate for PSM distortion
* Adjust filter radius for texture resolution
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Co-authored-by: x2048 <codeforsmile@gmail.com>
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* Consistently set float precision for GLES
* Enable DPI scaling on Windows+GLES
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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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closes #10605
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Shader support for OpenGL ES 2 devices (Android)
Co-authored-by: sfan5 <sfan5@live.de>
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Erase all traces of normal "generation" from fragment shaders
Remove the "feature" from the engine and default config
Remove any leftover documentation of it
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the event header seemingly being generic with libevent thus renaming it.
openal and opengl are deprecated on newer mac os releases thus suppressing the build warnings.
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Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).
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Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.
Derived from a PR by t0ny2.
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Update Android.mk
Remove 'src/client' from include_directories
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