Commit Graph

3222 Commits

Author SHA1 Message Date
Deve
278ef781bf GLES: Make sure that we are using fixed pipeline when force legacy device is set in graphics restrictions.
It is generally safe for GLES drivers. The driver often reports OpenGL ES 3.1 or 3.0 support even though we request only GLES 2.0. But we can still use GLES 2.0 / GLSL 1.0 functions on GLES 3.x context, so it shouldn't cause any issues.

I also added Android Emulator to graphics restrictions.
2016-12-29 16:01:46 +01:00
Benau
67b6c3bf05 Allow to reload textures on the fly
Enter texture filename(s) (full path is optional) separating by
";" in the artist debug mode "Reload texture" dialog

Notice: premultiplied alpha texture reloading is not supported,
because it was done on STK side.
2016-12-29 14:56:18 +08:00
Benau
b9b8ab3e5f Don't load normal map too if not advanced pipeline 2016-12-29 09:46:26 +08:00
auria.mg
875bfad197 Merge remote-tracking branch 'temeliak/fix_non_hd_option' 2016-12-28 20:39:20 -05:00
auria.mg
f0afba84c8 More cleanup 2016-12-28 20:17:32 -05:00
auria.mg
33802d9f81 Materials optimisation : minor tweaks and cleanup 2016-12-28 20:13:55 -05:00
Benau
1597c2ad48 Make scaled texture work with alpha mask 2016-12-29 00:36:13 +08:00
Benau
72963f4fb4 Fix GLES 2016-12-28 16:23:57 +08:00
Benau
f43f76b7c9 Fix server build 2016-12-28 15:40:12 +08:00
Benau
ffe4dd88b4 Apply mask directly on texture
Avoiding the ref counting issues
2016-12-28 15:32:27 +08:00
auria.mg
5e415e3331 Install all materials before loading meshes 2016-12-27 22:08:27 -05:00
auria.mg
0be858f7f8 Fix crash in texture cleanup branch 2016-12-26 23:03:22 -05:00
auria.mg
943373ea8e Try cleaning up textures when unloading tracks. Crashes at this time, more debugging is required 2016-12-26 22:33:54 -05:00
auria.mg
46e7b5ac77 Try to fix build 2016-12-25 22:27:46 -05:00
auria.mg
2b34dd8410 More cleanup and bugfixing related to #2316 2016-12-25 22:21:41 -05:00
auria.mg
059c2c8573 Bugfix delayed-loaded textures bug 2016-12-25 22:00:11 -05:00
auria.mg
4aa31dc56e First attempt at #2316. WIP, issues remains 2016-12-25 20:21:00 -05:00
Deve
26bbffe8b0 Don't declare features that are used for SDSM, AZDO and compute shaders and that are not available in GLES renderer anyway. 2016-12-24 01:26:18 +01:00
Deve
8a88c9707b Fixed rendering when UBO is disabled 2016-12-23 16:45:03 +01:00
Benau
989234a0ba Clean up header part 2 2016-12-23 17:12:53 +08:00
Benau
31f2a720ca Try to reduce the header size of materials.hpp
Plus header clean up
2016-12-23 14:44:18 +08:00
Benau
f7e2122b79 Allow drawing instanced glow color without explicit location 2016-12-23 10:36:35 +08:00
Benau
a339975df6 Clean skidmark earlier if there are many karts 2016-12-23 10:08:12 +08:00
Benau
969592e3fc Try to fix framerate drop after few laps
Because skidmark left are never culled
2016-12-23 09:19:46 +08:00
Benau
8008ec851e Allow to use hardware skinning with opengl 3.1
Now we only need UBO to store the joint matrices to support it
2016-12-23 01:31:13 +08:00
Benau
28841d601d Remove old code for getting straight frame
With hardware skinning it is not necessary
2016-12-23 00:44:26 +08:00
Benau
bfd57659eb Remove unused file 2016-12-22 11:17:52 +08:00
Benau
ffa4ad84cb Merge branch 'hardware_skinning' 2016-12-22 10:38:06 +08:00
Benau
581ca964fd Fix hats with hardware skinning 2016-12-19 11:06:05 +08:00
Daniel Butum
d0229cd85e Separate the non-cached shader loading in ShaderFilesManager 2016-12-18 13:40:36 +02:00
Benau
4f2e2331ee Correct the spelling of shader files 2016-12-18 14:59:37 +08:00
Benau
4477dbb0fb Preload shaders that delay kart selection screen the most
Plus some suggestion from #1787
2016-12-18 14:51:27 +08:00
Benau
7ea4f30824 Make sure no duplicated shader is added somewhere else 2016-12-18 13:49:58 +08:00
Benau
2a9656bfdc Allow all shader files to be loaded only once
Todo: preload
2016-12-18 10:51:05 +08:00
Benau
7894e5c864 Try to use a smarter approach 2016-12-18 09:27:50 +08:00
auria.mg
da795b69ed Better fix for #2687 2016-12-17 18:49:00 -05:00
Benau
90a556fe9c Try to share shaders across different programs
Todo: non-instanced version
2016-12-17 15:59:40 +08:00
auria.mg
5f0a65a07b Fix bug where an animated texture matrix could never be reset to identity. Fixes #2692 2016-12-16 20:21:09 -05:00
Benau
79e5aadd4d Avoid using software skinning on empty joint objects 2016-12-16 10:04:35 +08:00
Benau
752d847b09 Add the remaining shaders for GL3 hardware skinning
Also use the same shader code for normal map shader
2016-12-15 15:55:14 +08:00
Benau
3d814d1036 Fix wrong case handling 2016-12-15 13:30:26 +08:00
Benau
2e2345289c Don't upload / bind skinning ubo if not supported 2016-12-15 12:17:39 +08:00
Benau
1f23e6e783 Remove code used to duplicate VAOs for animated meshes 2016-12-15 11:44:09 +08:00
Benau
6baed2b0dd Merge remote-tracking branch 'origin/master' into hardware_skinning 2016-12-15 10:01:12 +08:00
Benau
a696fd6dff Add transparent skinned mesh shader 2016-12-15 09:52:02 +08:00
Benau
85bd8c3146 Add unlit and normal map skinned mesh shader
Also fix normal map with skinned mesh, now vertices and joints
will be recalculated for tangents mesh
2016-12-14 16:28:37 +08:00
hiker
4ee6f6315f Made World::m_weather a singleton to further remove dependencies on World. 2016-12-13 17:14:29 +11:00
hiker
32f2196201 Removed unnecessary #include world.hpp. 2016-12-13 17:13:54 +11:00
hiker
b12453e9ca Made Physics a singleton, removing the accessor functions from World.
Removes dependency on World for a few files.
2016-12-13 08:31:08 +11:00
hiker
cd149ab5d7 Moved m_track out of World into a static m_track in Track. Makes
world smaller and removes a few dependencies on World.
2016-12-13 07:53:33 +11:00