Disable rain while doing ping-pong between os to get windows opengl callback
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14814 178a84e3-b1eb-0310-8ba1-8eac791a3b58
It's the base for a future gpu based particle system
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14806 178a84e3-b1eb-0310-8ba1-8eac791a3b58
TODO: Compare distance between garage and kart with for example length
of the kart or distance of object defined in scene.xml.
Currently (m_garage_pos-m_kart_pos).length2_2d() gives much higher values than
getKart(0)->getKartModel()->getLength() and I must look at this closer.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14804 178a84e3-b1eb-0310-8ba1-8eac791a3b58
Lower max light level to 16 as it proves sufficient.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14801 178a84e3-b1eb-0310-8ba1-8eac791a3b58
It should improve performance a lot, but it handles at most 32 simultaneous lights on screen.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14800 178a84e3-b1eb-0310-8ba1-8eac791a3b58
The specular map is embedded in the alpha component of texture.
Alpha value of 1. means no specular, alpha of 0. means 100% specular.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14786 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This allows to bypass alpha test, and have colored specular lights.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14777 178a84e3-b1eb-0310-8ba1-8eac791a3b58
It should improve SSAO at least with grass.
However this make the algorithm even more sensitive to bad normals.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14758 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This allows for hdr, however there is no tone mapping at the moment.
color_level.frag can be currently used for such purpose, it gives a nice look
in harvest, although it is way too bright.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14757 178a84e3-b1eb-0310-8ba1-8eac791a3b58
Note that specular light is applied unconditionnaly, thus every object will shine.
TODO : Specular map should be defined using texture or a material flag.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14756 178a84e3-b1eb-0310-8ba1-8eac791a3b58
- Set time max value to 15 - playing one game 45 minutes doesn't have a sense
- Remember time value in user config
- Little beter look of soccer setup
- Set goal-limit mode as default
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14743 178a84e3-b1eb-0310-8ba1-8eac791a3b58
getMusicFile to searchMusic and getTextureFile to
searchTexture. Removed m_root_dir from file_manager.
Added convenience function getTexture to irr_driver
which takes an asset type, so now less code is needed
to load textures (though that's proably not used
everywhere yet).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14736 178a84e3-b1eb-0310-8ba1-8eac791a3b58
from data can now be moved out (except music). STK prints
an overview of which directory is taken from where. More
cleanups and improvements will come.
Also moved skins into a separate directory under data (from
data/skins), since it's likely that skins will be part
of a binary package (i.e. changes to skins not really
related to code), while gui files will more likely stay
with the code.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14731 178a84e3-b1eb-0310-8ba1-8eac791a3b58
Often I need to check something in multiplayer mode - for example bubblegum shield.
Why F1, F2, F3 etc. was removed? ;-(
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14719 178a84e3-b1eb-0310-8ba1-8eac791a3b58