Commit Graph

16805 Commits

Author SHA1 Message Date
Benau
061f187142 Make slipstream work in upside down track 2016-09-13 15:07:07 +08:00
Benau
4574686c1d Make angle computation work in 3D 2016-09-13 12:49:30 +08:00
Benau
3f86722181 Fix skid mark on wall surface 2016-09-13 11:48:36 +08:00
Benau
382905716f Simplify code 2016-09-13 09:26:05 +08:00
hiker
457cb700d2 Make rewind work with history replay (when replaying kart controls),
which allows to have reproducible test cases.
2016-09-13 09:58:42 +10:00
hiker
f8b48a0313 Added zipper speed to state of kart. 2016-09-13 09:55:51 +10:00
Benau
f5d43aaa2e Use btAsin in setHPR
The following quaternion calculated by shortestArcQuat in
rescue animation leads to nan in asinf:

0.710828841, -0.00974362344, -0.703500867, 0.00481829932
-2.0f * (X * Z - Y * W) equals 1.00004351 with above figures

With btAsin it will:
if (x<btScalar(-1)) x=btScalar(-1);
if (x>btScalar(1)) x=btScalar(1);
return asin(x);
2016-09-13 07:43:19 +08:00
Deve
3a9b2b9872 Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
Benau
b699018879 Only do custom direction of raycast if item is on quad graph 2016-09-12 13:04:05 +08:00
Benau
7544dc3315 Fix uninitialized value 2016-09-12 11:35:34 +08:00
Benau
cc54c44ec0 Fix rotation of items on upside down surface 2016-09-12 10:43:49 +08:00
Benau
f4861a6279 Fix bubblegum on upside down track 2016-09-12 09:33:05 +08:00
Deve
b0c0af8c46 Check if drivers support BGRA texture format and fallback to RGBA 2016-09-11 22:35:54 +02:00
Benau
f687454313 Fix item positioning on Node3D 2016-09-11 16:31:57 +08:00
Benau
ba047a4f99 Keep flying karts parallel to the ground in the physics, not outside
Like 44da1fb4f2, but takes terrain
into account
2016-09-11 15:35:42 +08:00
Benau
2415340cae Try to fix too bouncy bowling ball 2016-09-11 10:07:43 +08:00
Benau
c37f75bf90 Improve item projection on upside down surface 2016-09-10 16:09:21 +08:00
Benau
b3d5e58dd1 Revert enable sliding for upside down tracks.
Actually !getMaterial()->highTireAdhesion() is always false for
upside down texture, so the below code was useless to test with
normal
2016-09-10 14:32:55 +08:00
Benau
7cfd9752d0 Fix restarting the race when karts are up-side-down 2016-09-10 11:11:52 +08:00
Benau
fde9ccd53e Move updateTerrainInfo to a better location 2016-09-10 11:09:52 +08:00
Deve
fb1c049906 Fixed skybox in GLES renderer 2016-09-10 00:17:47 +02:00
Deve
37f3a8e19e Fixed RTTs formats in GLES renderer.
The problem is that textures with float internal formats can be used in framebuffers only when some extensions are available. This is a basic functionality and we need something that is supported on all drivers. As far as I tested, the basic integer GL_RGBA8 format works fine.

Another problem is with GL_BGRA format. The extension with GL_BGRA support is available for almost every device and irrlicht is able to load all textures from files (it has a fallback mode anyway), but when it's used as a texture for framebuffer, it produces a black screen. Again it works fine with GL_RGBA format.

The only issue that is not fixed is SSAO rendering. It uses linear depth rtt, which has GL_R32F type and which can't be easily changed to something other. I disabled SSAO for now, because it is too slow for embedded devices anyway.

I didn't change anything in original OpenGL 3.x rendering, so everything should work as before.
2016-09-09 23:56:22 +02:00
Deve
278d985632 Disable rtt that is not used in GLES renderer anyway 2016-09-09 22:23:01 +02:00
Benau
ceb92f9b4a Try to completely fix rescue issue 2016-09-10 01:20:11 +08:00
Benau
4f67567834 Fix the up vector 2016-09-09 19:48:11 +08:00
Benau
ca4640716a Fix findOutOfRoadSector with Node3D 2016-09-09 16:30:35 +08:00
Benau
505b50da0c Make getNode return pointer. (easier with dynamic_cast later) 2016-09-09 16:14:28 +08:00
Benau
9d65e2047c Fix heading (which got overwriten by merge) 2016-09-09 12:46:42 +08:00
hiker
876ba33876 Added state saving for skidding. 2016-09-09 13:38:39 +10:00
hiker
e1af0cc353 Fixed various bugs in max speed state saving. 2016-09-09 13:36:49 +10:00
Deve
f2d1eb7117 Use high precision floating point variables if possible.
On desktop medium and high precision is generally the same, at least for mesa drivers. But on some Android devices medium precision is much worse, which causes artifacts. We need high precision float variables in vertex shaders for proper scene rendering. Setting different precision for fragment and vertex shaders seems to be not possible, so we just set it to high for both shader types when it's available.
2016-09-07 22:43:11 +02:00
hiker
3a367ce989 For debugging: instead of specifying the time to go back, specify the
time to go back to.
2016-09-07 08:46:46 +10:00
hiker
6245cea609 Added MaxSpeed to saved state of each kart. 2016-09-07 08:15:09 +10:00
hiker
7d7b98564f Fixed speed smoothing factor (which hopefully fixes the shaking camera). 2016-09-05 17:54:45 +10:00
hiker
77ae30a0c5 Avoid compiler warning. 2016-09-05 09:59:29 +10:00
hiker
1860edca4e Save startup-boost information in state. 2016-09-05 08:14:51 +10:00
hiker
a563266988 Made the KartRewinder to be a kart (which gives it easier access to
some of the kart attributes that need to be saved).
2016-09-05 08:00:21 +10:00
Benau
262eb40dfe Allow showing yellow (2d) / green (3d) quads in track debug 2016-09-04 14:33:23 +08:00
Benau
9d41f4b429 Add assert check for graph.xml 2016-09-04 13:15:51 +08:00
Benau
23a49d5245 Merge remote-tracking branch 'origin/master' into walldriving 2016-09-04 11:56:28 +08:00
Benau
21dc569f70 Start to clean up quad and graph node 2016-09-04 11:56:03 +08:00
Benau
78baaff23e Fix crash in profile mode 2016-09-03 23:03:14 +00:00
hiker
b91ecc9754 Use exponential smoothing for speed, to further reduce stuttering
in speed (and therefore camera).
2016-09-01 15:52:26 +10:00
hiker
f89aaa67f5 Reduce (admittedly very minor) camera jitter by computing the speed
of a kart after it was capped by max speed.
2016-09-01 09:54:09 +10:00
Deve
29eda8a206 Merge pull request #2620 from LoadingPleaseWait/tiny-typo
Fix CPU marker typo
2016-08-31 22:57:00 +02:00
LoadingPleaseWait
3dc13eb071 Fix CPU marker typo 2016-08-31 15:36:15 -05:00
hiker
2a06036fb7 Changed order in which rendering and various updates are done, which
results in the physics reacting one frame earlier to user input.
2016-08-31 16:31:59 +10:00
hiker
ce91d6c2b4 Bugfix (saved incorrect variable). 2016-08-31 16:27:05 +10:00
deve
6c9050f47a Merge branch 'master' of https://github.com/supertuxkart/stk-code 2016-08-26 10:36:09 +02:00
deve
5abc047b0c Declare precision also in vertex shaders in GLES renderer.
Some drivers complain that it was declared only in fragment shaders.
2016-08-26 10:35:48 +02:00