Commit Graph

33 Commits

Author SHA1 Message Date
Sam
97670ed23c Improved wind effect for vegetation 2017-03-12 21:35:48 +01:00
Benau
46be4948b2 AZDO for new texture format 2017-01-09 13:03:50 +08:00
Benau
437f89eea7 Clean up 2017-01-06 20:28:03 +08:00
Benau
827a483e85 Allow legacy pipeline to use new texture format 2017-01-06 15:04:15 +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
3d814d1036 Fix wrong case handling 2016-12-15 13:30:26 +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
Benau
4327885f07 Add alpha test skinned mesh instanced shaders 2016-12-12 01:00:57 +08:00
Benau
8ca0c54bdc Merge remote-tracking branch 'origin/master' into hardware_skinning 2016-12-10 10:09:30 +08:00
Benau
d21e5e0f76 Make skinning offset changeable by culling 2016-12-07 16:08:57 +08:00
Benau
57d9e83ed4 First version of hardware skinning
Todo: shadow, non-instanced shaders, culling, changeable offset...
2016-12-07 02:15:11 +08:00
hiker
1939075a1b Merge remote-tracking branch 'origin/master' into nw 2016-12-06 18:45:17 +11:00
hiker
746bac00ce Merge remote-tracking branch 'origin/new-pi' into nw 2016-12-06 09:26:07 +11:00
Benau
7d5f786da8 Make grass shader colorizable 2016-12-04 00:59:09 +08:00
Benau
c7d025d81d Fix binding texture error with AZDO
See specification of bindless textures for details
2016-12-02 20:09:08 +08:00
Benau
9e8fb63dc4 Fix AZDO with colorization
Also re-arrange texture layer
2016-11-30 13:52:06 +08:00
Benau
45c5b0ffd6 Improved colorization in instanced rendering 2016-11-28 13:08:27 +08:00
Benau
60908c3e1d Try to use vec2 for texture translation only
In stk, only setTextureTranslate is used which modify 8,9 of
matrix array. Also don't update it when it is identity.
2016-11-28 10:41:27 +08:00
Benau
61a00a9068 Fix transparent displacement rendering with advanced pipeline off
Allowing them to render using the same custom alpha uniform used
by ghost karts, fixed #2459.
2016-11-22 12:34:48 +08:00
hiker
ddcddf4a0a Compile SERVER_ONLY (by #ifdef'ing out all graphics related code).
Does not link yet!!
2016-11-11 23:46:22 +11:00
Benau
7da108c8b1 Header clean up
Also move getUnicolorTexture to a better location
2016-11-04 20:30:08 +08:00
Deve
886382bb54 Merge remote-tracking branch 'origin/master' into gles 2016-07-11 23:43:10 +02:00
Deve
0f7976e5f8 Merge branch 'master' into gles 2016-07-11 23:23:02 +02:00
Benau
48d94097d6 Add min saturation setting to material class 2016-07-01 23:55:56 +08:00
Benau
5bb2a5cf7e Allow changing kart color on-the-fly 2016-06-30 09:30:52 +08:00
Deve
c07472cf38 Simplify #ifdef's a bit 2016-06-30 00:29:15 +02:00
Benau
22e5c0909c Allow setting color without copying the mesh 2016-06-28 14:55:48 +08:00
Deve
d13716a917 Initial linux version.
Currently works only with irrlicht-based renderer because shaders are not ported yet.
2016-06-24 02:47:13 +02:00
Benau
12522cc99f Don't crash if missing texture 2016-05-18 10:05:12 +08:00
Lucas Baudin
2c9f2c84c5 More macros to disable extra gl calls 2016-02-25 16:27:50 +01:00
hiker
cf464f1ed8 Fixed various crashes when enabling AI debug (e.g. missing textures,
heap corruption because the hpp file did not know about AI_DEBUG
and so did not declare some variables).
2015-08-18 10:30:42 +10:00
hiker
e5a7f27f19 Renamed files to follow our coding style. 2015-05-30 12:16:11 +10:00