Commit Graph

2231 Commits

Author SHA1 Message Date
Deve
507d9566a0 Don't start rain sound too early 2014-08-30 18:37:57 +02:00
Deve
d8f61e336e Move creating rain to world class because now it doesn't depend on cameras. 2014-08-30 18:37:57 +02:00
Marianne Gagnon
a8c5ab43d3 Rename variable + bugfix 2014-08-29 21:09:12 -04:00
Marianne Gagnon
90396678b7 Separate lightshaft from sun 2014-08-29 20:28:19 -04:00
vlj
af4575f6db Fix crash on nvidia linux 2014-08-30 01:03:01 +02:00
vlj
fc80ebbbcb Use storage buffer for vao manager 2014-08-29 21:59:05 +02:00
vlj
1e1ba34f45 Use a separate update() member 2014-08-29 21:59:04 +02:00
Deve
61d70ea599 Add rain sound 2014-08-29 21:54:17 +02:00
Vlj
537d435f7f Add some compile time check 2014-08-29 21:29:18 +02:00
vlj
ae18730c92 Use ATI instead of AMD in vendor name. 2014-08-28 22:08:56 +02:00
vlj
5878cb35ec Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
Vincent Lejeune
a3b8494ad5 Remove Base Vertex/Offset if base instance is unavailable 2014-08-27 22:27:06 +02:00
Vincent Lejeune
998b5a89ac Fix transparents 2014-08-27 19:32:45 +02:00
Vincent Lejeune
5a212989df Fix build on travis 2014-08-27 17:44:24 +02:00
vlj
00049f2f04 Init texture only once, not each frame 2014-08-27 17:22:59 +02:00
Vincent Lejeune
4cb8955f83 Free texture memory when an object is destroyed 2014-08-26 23:58:42 +02:00
Vincent Lejeune
a1ec19e672 Factorise AZDO related code 2014-08-26 23:52:48 +02:00
vlj
53c52470ee Use one call for each shadow cascade instead of a big one. 2014-08-26 21:56:16 +02:00
Vincent Lejeune
4f411ccdb1 Fix spheremap shader 2014-08-26 21:05:43 +02:00
Vincent Lejeune
264a9dbe46 Do not split animated mesh from static list 2014-08-26 20:45:55 +02:00
Vincent Lejeune
bf5410b793 Add unlit instanced shader 2014-08-26 20:34:59 +02:00
Vincent Lejeune
cad1efbff1 Add instanced detail shader 2014-08-26 20:34:37 +02:00
Vincent Lejeune
0960f090dc Add instanced spheremap shader 2014-08-26 20:34:26 +02:00
Vincent Lejeune
0b4532b6da Implement AZDO 2014-08-25 17:30:03 +02:00
Vincent Lejeune
805d35a5e6 Do not draw twice the second pass instanced mesh 2014-08-25 02:17:23 +02:00
Vincent Lejeune
55346185d7 Fix instancing without base instance support 2014-08-25 02:13:01 +02:00
Vincent Lejeune
f3752a03f0 Enable arb debug output on all non apple platform 2014-08-25 01:53:05 +02:00
Vincent Lejeune
44de38bf10 Pack instanceData 2014-08-25 01:45:33 +02:00
Vincent Lejeune
b401d1e082 Push empty InstanceData independently of gl level 2014-08-25 01:09:52 +02:00
Vincent Lejeune
aa6e3570df Fix attempt for crash. 2014-08-25 00:40:19 +02:00
Vincent Lejeune
7bff68870c Read sampler from attributes. 2014-08-24 21:50:59 +02:00
vlj
4a62fd7968 Use an instance manager 2014-08-23 19:53:54 +02:00
Vincent Lejeune
6ac3d69471 Play with bindless textures 2014-08-22 23:48:28 +02:00
vlj
bc24c4558f Register some api functions 2014-08-22 23:48:14 +02:00
hiker
3ef30dfd48 Merge branch 'no_floating' 2014-08-22 12:46:10 +10:00
hiker
84e78d884a Merge remote-tracking branch 'origin/master' into no_floating
Conflicts:
	src/karts/kart.cpp
2014-08-22 12:23:55 +10:00
Vincent Lejeune
b5273d6426 Port gaussian17*shader (non compute) to TextureRead. 2014-08-22 02:21:20 +02:00
Vincent Lejeune
dc35efa9d7 Port nvidia workaround to TextureRead 2014-08-22 02:08:05 +02:00
Vincent Lejeune
5c879b623f Fix pointlight call 2014-08-22 00:47:19 +02:00
Vincent Lejeune
547018f0ab Port PointLight shader 2014-08-22 00:30:14 +02:00
Vincent Lejeune
cee48821d3 Port diffuse env map shaders 2014-08-22 00:20:04 +02:00
Vincent Lejeune
062bcb1ff0 Fix gl debug output rant about uninitialised sync 2014-08-21 23:31:45 +02:00
Vincent Lejeune
187c9fca85 Port SunLight to TextureRead 2014-08-21 23:29:40 +02:00
Vincent Lejeune
c38a26b92a Use a separate rtt for diffuse/specular 2014-08-21 23:26:16 +02:00
hiker
15cccf9301 Make the graphical y offset configurable (and basically disable
it for now by setting it to 0).
2014-08-21 17:28:06 +10:00
hiker
171b442ae6 Removed artificial Y offset to allow evaluation of more karts. 2014-08-21 09:59:29 +10:00
hiker
856eb747b4 Fixed shadows with a hack. 2014-08-21 08:01:54 +10:00
Stephen Just
78df1bf371 Fix hasGLExtension on Windows.
Windows requires loading the glGetStringi function explicitly.
Also included fallback for when it is not found.
2014-08-20 14:38:49 -06:00
Vincent Lejeune
d968ce11bf Add a function that kills shaders and use it when reloading shader.
Thus there is no mesh corruption.
2014-08-21 02:19:33 +02:00
Vincent Lejeune
5abc404ed9 Use stream_copy for tfb buffers. 2014-08-21 01:17:16 +02:00