Vincent Lejeune
9f83b1ab76
Remove unneeded varying in sky.frag.
2014-03-02 17:50:42 +01:00
Vincent Lejeune
da4896c3d8
SSAO: tweak fade distance.
2014-03-01 22:50:22 +01:00
Dk
33a5dbacfd
1195 multiplayer Kart selection
2014-03-01 00:05:24 +05:30
Dk
84cc9dd972
1195 Multiplayer kart selection
2014-03-01 00:01:32 +05:30
Vincent Lejeune
baba5f79d1
Remove some unused shaders.
2014-02-28 17:30:25 +01:00
Vincent Lejeune
af862cb6c5
#version autoadded to shaders and turn some v120
2014-02-28 17:29:05 +01:00
hiker
1903aee114
Changed lower and upper bound (at lower speed less speed should be
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lost), capped speed fraction. Tweaked parachutes parameters somewhat.
2014-02-28 23:57:49 +11:00
Dk
15faf7dbee
1195-Multiplayer kart selection
2014-02-28 16:51:27 +05:30
Bart Cools
89a336ff9a
Tweaked the logic of parachutes to be more modifiable. There now is an upper bound percentage and lower bound percentage which will be applied if you are driving faster and slower respectively. Also added those values in stk_config.xml to make playtesting easier (ticket #1135 )
2014-02-28 11:10:25 +01:00
Marianne Gagnon
a5eba8bf83
remove leftover floating ribbon in giftbox model
2014-02-26 19:50:19 -05:00
Vincent Lejeune
108e82afc2
Fix Sara's moving textures.
2014-02-27 01:49:03 +01:00
Vincent Lejeune
9941b18d7f
Rework moving textures support.
2014-02-27 01:22:34 +01:00
Vincent Lejeune
7532ea1768
Skybox: Do some cleaning.
2014-02-26 22:28:06 +01:00
Vincent Lejeune
9ffa4681d3
Better when actually include the shaders.
2014-02-26 21:53:29 +01:00
hiker
6cce1199e9
Fixed typo in new achievement (attribute must be named goal).
2014-02-26 07:41:06 +11:00
hiker
f8a462a39f
Added support for different types of achievement checking: besides
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'all-at-least' (all keys must be >= the corresponding goal value) now also
'one-at-least' (at least one key is >= a constant goal value) is supported.
Implemented 'Arch Enemy' achievement: hit the same kart at least 5 times
in one race.
2014-02-25 17:20:24 +11:00
Marianne Gagnon
317f147406
Fix normals in item boxes and bananas
2014-02-23 19:05:09 -05:00
hiker
4f266639aa
Merge branch 'master' of github.com:supertuxkart/stk-code
2014-02-24 08:22:55 +11:00
hiker
5fc300d7bb
Removed Single and MapAchievent (and Singe/MapAchievementInfo), instead
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using the generic key-value mapping Map* has provided for everything.
Changed format of achievements.xml to be more compact.
2014-02-24 08:21:15 +11:00
Vincent Lejeune
2d1acf5353
Godray: improve the effect and its stability.
2014-02-23 20:16:03 +01:00
Vincent Lejeune
04fc4c3be7
Reenable Godray (on all track atm)
2014-02-23 20:02:15 +01:00
Vincent Lejeune
778cdcf3ce
Godray/Godfade now declared in new pipeline.
2014-02-23 18:59:24 +01:00
Vincent Lejeune
a00abffb01
MotionBlur: Use direct GL calls.
2014-02-23 00:13:22 +01:00
Vincent Lejeune
8ba0fcb8e0
STKMesh: Transparent texture can move now.
2014-02-20 18:31:00 +01:00
Vincent Lejeune
40c4155bd2
STKMesh: Support for (non ref) moving texture
2014-02-20 00:01:02 +01:00
samuncle
073a049389
Correction of a syntax error
2014-02-17 22:36:00 +01:00
Vincent Lejeune
e5a174d85b
Add compatibility keyword on and remove some unused shaders
2014-02-17 15:34:57 +01:00
Vincent Lejeune
d5d57bbae0
Shadows: Softer edge and smoother cascade transitions
2014-02-15 20:45:47 +01:00
Vincent Lejeune
57079cbff5
Shaders: Declare penumbraH/V and shadowgen
2014-02-12 23:32:18 +01:00
Vincent Lejeune
0243546e4d
Use an openGL 3.3 compatibility context when available.
2014-02-12 22:16:10 +01:00
Vincent Lejeune
70f89a8bce
Shadow: Use 4 cascades.
...
Now that we use GS and textures array it's easier to add a cascade.
4 is still not optimal but I'd like to avoid cascade count inflation as
much as possible ; 4 x 1024x1024 has the bandwidth requirement of the
single 2048x2048 shadowmaps we previously had.
2014-02-11 21:49:46 +01:00
Vincent Lejeune
934d1f10b8
Shadow: Use Geometry Shader for better perfs.
...
The 3 cascades are now rendered in a single pass, using 2D array texture and
a GS to do the dispatch ("layered rendering").
It's possible to use instancing instead but it requires the AMD_vertex_shader_layer
extension which is oddly part of opengl 4.2.
2014-02-11 21:07:44 +01:00
Vincent Lejeune
c8844486fa
Shadow: Tweak bias
2014-02-10 15:58:09 +01:00
Vincent Lejeune
515bcbc750
Shadow: very crude csm support
2014-02-10 15:42:17 +01:00
Vincent Lejeune
19d490a26d
Lights: Remove unused export value.
2014-02-09 21:18:15 +01:00
Vincent Lejeune
5d5ac34648
Shadow: soften edge a little
2014-02-09 20:03:54 +01:00
Vincent Lejeune
63db565fd7
Shadow: Better bias.
2014-02-09 19:42:22 +01:00
Vincent Lejeune
f0ef8e9913
Shadow: reenable shadows
...
It's just plain basic shadowmaps, a lot of tweak is still necessary but
it gives a way to see how light values are affected in some places.
(cave in chocolate for instance)
2014-02-09 19:20:55 +01:00
Vincent Lejeune
ab05cb45b8
Shaders: Remove some unused shaders.
2014-02-08 18:19:16 +01:00
Vincent Lejeune
653a695eda
Fix fog looking weird on transparent.
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But mixing alpha with 0 instead of 1.
2014-02-05 15:07:57 +01:00
Vincent Lejeune
5964809f3c
Forget to add transparentfog.frag shader.
2014-02-03 20:14:12 +01:00
Vincent Lejeune
6e93178d68
Fog: Do not use camposition in the shader.
2014-02-03 20:04:00 +01:00
Vincent Lejeune
cd43ee3c9d
Lightprepass: Remove now useless lightblend shader.
2014-02-02 20:18:05 +01:00
Vincent Lejeune
2bb1254fa4
Fix bloom shader
2014-02-02 02:13:04 +01:00
Sachith Hasaranga Seneviratne
fa72b7716e
Fixed bug #1056 Addons search last updated option text is cropped
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changed addons_screen.stkgui to ensure the filterdate spinner had adequate space.
Signed-off-by: Sachith Hasaranga Seneviratne <sachith500@gmail.com>
2014-01-30 12:56:54 +05:30
Vincent Lejeune
fd968a0acf
OGL32CTX: Factorize UI shaders
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This should fix UI disappearing after resolution change.
2014-01-28 21:26:16 +01:00
Vincent Lejeune
f50e6f817d
Use another normal encoding method from a crytek slide.
2014-01-27 23:29:46 +01:00
Vincent Lejeune
1c98cf0b61
Normalize normals when they are used to get more precision
2014-01-27 22:31:01 +01:00
Vincent Lejeune
5771dd98c7
Fix typo
2014-01-27 22:31:01 +01:00
Deve
a65d538b05
Upload patch from ubuntu backports for supertuxkart.desktop file
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and add polish translation.
2014-01-27 21:52:05 +01:00
Vincent Lejeune
d642bc1489
Lightprepass: Only store normals in rtt
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Use a more economical rtt format.
2014-01-27 21:47:25 +01:00
Vincent Lejeune
22ccf3bab3
GPUParticle: Use depthbuffer
2014-01-27 20:33:21 +01:00
Vincent Lejeune
dbcf60003b
SunLight: Use DepthBuffer
2014-01-27 20:25:45 +01:00
Vincent Lejeune
ecac127dd6
Fog: Use depthbuffer.
2014-01-27 20:25:19 +01:00
Vincent Lejeune
0b531b20f7
SSAO: Use depth buffer.
2014-01-27 20:24:57 +01:00
Vincent Lejeune
5e68334ce9
PointLight: Use depthbuffer
2014-01-27 20:22:01 +01:00
Vincent Lejeune
c77ffb1882
STKBillboard: Create new SceneNode wrapper.
2014-01-27 17:33:08 +01:00
Vincent Lejeune
ac8a729bcd
SSAO: Actually simplifying code was a mistake.
2014-01-27 00:56:58 +01:00
Vincent Lejeune
684d265924
SSAO: Disable alpha test and simplify code
2014-01-27 00:53:52 +01:00
Vincent Lejeune
993d1e26dc
Revert "SSAO: Remove the strenght parameter"
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This reverts commit b92f0b6ecc
.
2014-01-27 00:52:20 +01:00
Vincent Lejeune
63882318a7
SSAO: Fix typo and use 16 samples
2014-01-27 00:47:35 +01:00
Vincent Lejeune
b92f0b6ecc
SSAO: Remove the strenght parameter
2014-01-27 00:41:41 +01:00
Vincent Lejeune
31991ecd7e
SSAO: Improve randomness using NEAREST filtering
2014-01-27 00:09:36 +01:00
Marianne Gagnon
30011be115
My tweaks to SSAO, to improve randomness and final blending
2014-01-25 22:03:47 -05:00
Vincent Lejeune
8b5df4143f
Fix attempt for black objects.
2014-01-26 01:56:08 +01:00
Vincent Lejeune
88561aa838
STKMesh: Implement (single) texture detail support for objectpass shaded objects.
2014-01-26 01:33:13 +01:00
Vincent Lejeune
2e994502e3
Properly handle unlit object.
2014-01-26 01:09:25 +01:00
Vincent Lejeune
8bd6d7945c
STKAnimatedMesh: Support for rimlit karts
2014-01-24 20:29:54 +01:00
hiker
1e721906e7
Merge branch 'master' of github.com:supertuxkart/stk-code
2014-01-23 09:55:52 +11:00
Vincent Lejeune
b94f8f0c18
Light: Factorize some code.
2014-01-22 22:22:54 +01:00
Vincent Lejeune
68976a7a8e
STKMesh: Found the correct swizzle for untextured geometry
2014-01-22 19:07:59 +01:00
Vincent Lejeune
d13032ca9b
STKMesh: Support for untextured object
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The color are not the correct one though...
2014-01-22 18:47:22 +01:00
hiker
836b9fae9c
Improved layout of login screen.
2014-01-22 16:20:45 +11:00
Vincent Lejeune
4cbbf91e4e
Light: Sunlight uses the new shaders.
2014-01-21 23:45:53 +01:00
hiker
5918f43ce6
Merge branch 'master' of github.com:supertuxkart/stk-code
2014-01-22 08:06:28 +11:00
samuncle
5efa395acb
SSAO is stronger now
2014-01-21 20:06:06 +01:00
Vincent Lejeune
7faed75a84
STKMesh: Add support for Displacing
2014-01-21 18:42:18 +01:00
hiker
f0365fc7a0
Removed old login dialog. Fixed tabs in login screen that
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were not properly focused.
2014-01-21 17:14:23 +11:00
Vincent Lejeune
a67f5bf511
STKMesh: Use forward rendering for transparent
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Transparent objects may be double sided (like bubble),
it doesn't make sense to use a deferred renderer.
2014-01-20 21:42:38 +01:00
Vincent Lejeune
f3a9b24880
STKMesh: Start support for transparent object.
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Highly experimental, only applies on the blob shadow under karts.
2014-01-20 20:43:39 +01:00
Vincent Lejeune
ceb1fdc88a
SSAO: Use a single texture fetch for random.
2014-01-20 20:43:03 +01:00
hiker
260f4f148d
Reworked the login and register dialog to be a screen - still
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work in progress (and guest login does not work yet).
2014-01-20 21:39:59 +11:00
Vincent Lejeune
32836cf93d
Use 8 samples instead of 16
2014-01-19 20:57:58 +01:00
Vincent Lejeune
24443829db
STKMesh: Support grass shader
2014-01-19 20:56:10 +01:00
Vincent Lejeune
859be83074
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
Vincent Lejeune
fb6649eaad
texture2D is deprecated, use texture instead
2014-01-19 18:53:35 +01:00
Vincent Lejeune
d6d8301f17
SSAO: Use a noise texture rather than a function
2014-01-19 18:20:57 +01:00
Vincent Lejeune
4d66503dae
STKMesh: Use objectref now
2014-01-19 02:15:17 +01:00
Vincent Lejeune
2609e5c709
LightPrepass: start porting object_ref
2014-01-19 01:32:08 +01:00
Vincent Lejeune
00cf026051
Tweak glow so that black halo is less visible.
2014-01-18 20:11:18 +01:00
Vincent Lejeune
dec2cb29ec
STKMesh: Support splatting
2014-01-18 19:03:10 +01:00
Vincent Lejeune
fbe9b26127
STKMesh: Support spheremap material
2014-01-18 18:10:22 +01:00
Vincent Lejeune
002bb9c276
Remove unused spheremap.vert/frag
2014-01-18 17:26:01 +01:00
Vincent Lejeune
42e6da443a
Simplify Spheremap shader.
2014-01-18 03:25:54 +01:00
Vincent Lejeune
787866909d
SSAO: Do not use trilinear filtering
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Normals RTT is not mipmapped and thus bad things happened above a
certain value in the depth buffer because of trilinear filtering.
2014-01-17 23:59:08 +01:00
Vincent Lejeune
693e2c7e33
STKMesh: Support NormalMapped meshes.
2014-01-17 23:50:06 +01:00
Vincent Lejeune
7da65c15f0
Enable tangents on every lod instance and fix normalmap
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This will increase the memory footprint of lod object,
however this is the only way I found to make meshbuffer using
GE_NORMAL_MAP to provide the necessary info to this shader.
Now the pedestal in overlord looks perfectly normal mapped.
2014-01-17 21:55:25 +01:00
Vincent Lejeune
77c9289645
LightPrepass: Reenable glow pass.
2014-01-17 18:52:44 +01:00
vlj
6ac970d9a3
STKMesh: Use SSAO
2014-01-16 23:14:59 +01:00
Vincent Lejeune
c7fe307a52
LightPrepass: Split the rendering in 2 phases.
2014-01-16 17:51:33 +01:00