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
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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
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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
Benau
90a556fe9c
Try to share shaders across different programs
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Todo: non-instanced version
2016-12-17 15:59:40 +08:00
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
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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
035271d6ec
Remove GL error about draw2DLine
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Use GL32_draw2DRectangle, only works if it's a straight line.
2016-12-15 12:57:39 +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
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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
ed7574ca85
Merge remote-tracking branch 'origin/master' into simplify-world
2016-12-13 09:19:24 +11:00
hiker
4d406490e1
Made ScriptingEngine a singleton and removed it from World, which reduces
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more dependencies on world.
2016-12-13 09:18:59 +11:00
hiker
b12453e9ca
Made Physics a singleton, removing the accessor functions from World.
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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
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world smaller and removes a few dependencies on World.
2016-12-13 07:53:33 +11:00
Benau
abe4ae2d6a
Fix server only stk
2016-12-12 13:54:43 +08:00
Benau
c8e5238ce2
Merge remote-tracking branch 'origin/master' into hardware_skinning
2016-12-12 13:45:04 +08:00
Benau
269e440d0c
Avoid translating artist debug mode only fps string
2016-12-12 13:43:01 +08:00
Benau
a420b09363
Disable all karts animation if UBO size not big enough
2016-12-12 13:24:34 +08:00
auria.mg
044e8c52e1
Fix tabs added in previous commit, used spaces instead...
2016-12-11 20:19:58 -05:00
auria.mg
ab7ded308a
Make presentation of kart characteristics uniform and indepdendent of difficulty. Fixes #2684 , fixes #2539
2016-12-11 20:16:44 -05:00
Corentin Pazdera
aaecd58fc0
Adding appveyor config file ( #2652 )
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I am unfamiliar with appveyor myself but I can merge the file. Next step would be for someone to take a look at settuping an account
2016-12-11 19:52:15 -05:00
Daniel Ölschlegel
62e1a2ddcc
Add a little more BSD detection ( #2685 )
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Tested for NetBSD, the same signature has DragonFly(http://fxr.watson.org/fxr/source/sys/endian.h?v=DFBSD#L42 )
2016-12-11 19:16:47 -05:00
Daniel Butum
244c812cf3
Add travis server only matrix configuration ( #2682 )
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Also increase number of threads for the gcc builds
2016-12-11 19:15:37 -05:00
hiker
8785ddf148
Moved force-fog settings into track.
2016-12-12 08:05:07 +11:00
Benau
4327885f07
Add alpha test skinned mesh instanced shaders
2016-12-12 01:00:57 +08:00
Benau
e9b68a8a1f
Use a non-hardcoded values for mat4 array (max 1024)
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Also cull mesh that doesn't have enough space to be rendered
2016-12-11 15:50:53 +08:00
Benau
f6490b6fa6
Allow array to capture lambada
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Also use a correct sorting function, will be useful later if
we only need the more influetial bones.
2016-12-11 13:21:17 +08:00
Benau
ceef7495d2
Enable culling for animated mesh
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Use the first frame bounding box for it, don't update each frame
2016-12-11 11:01:02 +08:00
Benau
fcd1e2830e
Use callback function to directly upload joints without copying
2016-12-10 16:16:40 +08:00
Benau
8ca0c54bdc
Merge remote-tracking branch 'origin/master' into hardware_skinning
2016-12-10 10:09:30 +08:00
samuncle
ae0b1136f5
better shader for underwater vegetation
2016-12-09 11:38:56 -05:00
Benau
c68492f42b
Use a for loop for four bones (thanks leyyin suggestion!)
2016-12-09 23:21:41 +08:00
Benau
94f6d09bf5
Allow indirect and azdo shadow rendering for skinned mesh
2016-12-09 22:37:17 +08:00
Benau
f2422317ba
Auto fallback to software skinning if not supported
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Currently explicit attribute location, uniform buffer object and
opengl greater or equal 3.3 are required for hardware skinning
So even intel hd3000 in linux can do hardware skinning
2016-12-09 20:50:09 +08:00
Benau
76e070b709
Allow GL3 to have hardware skinning
2016-12-09 18:41:13 +08:00
Benau
b7e047b4c1
Avoid using else if in skinning vertex shader
2016-12-09 14:16:30 +08:00
hiker
22092e6459
Moved background/clear color from world to irr_driver.
2016-12-09 17:14:04 +11:00
Benau
21d9117b2d
Fix matrix4 pointer in windows
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Also allow minimum azdo rendering and avoid skinning empty joints
2016-12-08 16:12:54 +08:00
hiker
dbfaf2105b
Merge remote-tracking branch 'origin/master' into nw
2016-12-08 13:36:36 +11:00
hiker
fed12f774c
Fixed potential deadlock, made debug output more useful.
2016-12-08 09:46:44 +11:00
Benau
407ed319de
Show debug info about total skinning joints being calculated
2016-12-07 16:26:22 +08:00
Benau
d21e5e0f76
Make skinning offset changeable by culling
2016-12-07 16:08:57 +08:00
Benau
fcebb5c2e6
Fix crash with normal map skinned mesh
2016-12-07 09:29:40 +08:00