Cube map implemented....but not yet working perfectly
384 lines of code changed in:
Make function
24 lines of code changed in:
Fix water on ATI
3 lines of code changed in:
Clean up warnings
3 lines of code changed in:
Clean up warnings
9 lines of code changed in:
Log shader filenames
1 lines of code changed in:
Clean up debugging statements
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Add ODETest
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Remove the object that renders to floating point image
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Fix destruction logic
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Major change -- add mesh manager back! Now, we can "stamp" common objects.
317 lines of code changed in:
Tweaks/optimizations
8 lines of code changed in:
Fix crash when using non-floating-point-FBOs
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VBO fix
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VBO for indices along with log fixes and alignment of indices
29 lines of code changed in:
Clean up
4 lines of code changed in:
cleanup
6 lines of code changed in:
Update values for new light calculation
4 lines of code changed in:
Update light calculation
43 lines of code changed in:
Add emissive
3 lines of code changed in:
Just use the default pipeline for the grass
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Update water lighting
2 lines of code changed in:
Update light function
55 lines of code changed in:
New light calculation
68 lines of code changed in:
no textures
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New lighting calculations (looks correct)
47 lines of code changed in:
Skip empty paths
3 lines of code changed in:
Don't limit GLSL log length and don't setup uniform variables on -1
53 lines of code changed in:
Clean up
7 lines of code changed in:
Use a recursion based method to remove attached objects
17 lines of code changed in:
Only reload shaders when they change not the entire material. Also delete old shaders.
45 lines of code changed in:
log FPS
1 lines of code changed in:
Linux updates
27 lines of code changed in:
Fix nasty bug with recursive loop when multiple materials of the same name are loaded.
4 lines of code changed in:
Auto-reload shaders (optionally (check your Mercury.ini)) and put a band-aid on the message manager for hidden repeat callbacks.
122 lines of code changed in:
Add message below FPS counter
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Update
25 lines of code changed in:
Solve problem of nonexistant items in INI
19 lines of code changed in:
Mipmaps
55 lines of code changed in:
Fix downsize process
14 lines of code changed in:
Add texture halving function.
55 lines of code changed in:
remove unused code
6 lines of code changed in:
VBO updates
41 lines of code changed in:
Make VBO holders void*
20 lines of code changed in:
Add initial VBO stuff
144 lines of code changed in:
Remove geometry
88 lines of code changed in:
Remove multiple geometries
31 lines of code changed in:
Fix a large number of undetected OGL errors
8 lines of code changed in:
Fix GLSL version
2 lines of code changed in:
Fix-ish GLSL on ATI
3 lines of code changed in:
Clean up the code for making a dynamic object, and enable screens to do a rendering the whole screen to a texture.
41 lines of code changed in:
give small boxes a material file
14 lines of code changed in:
No specular if the light is behind the normal
10 lines of code changed in:
Permit 16-wide rgba textures. This is one step closer to HDR
74 lines of code changed in:
floats
2 lines of code changed in:
fix way too big explosion
1 lines of code changed in:
less varying variables and add attenuation, fix no-if multiply in lighting
32 lines of code changed in:
less varying variables and add attenuation
18 lines of code changed in:
Fix buggy no-if multiply
8 lines of code changed in:
Update
8 lines of code changed in:
tweek specular
2 lines of code changed in:
tweening for specular
30 lines of code changed in:
not needed
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More color functions
6 lines of code changed in:
colors default to white
3 lines of code changed in:
fix buggy shader
1 lines of code changed in:
More metalic looking rocks
3 lines of code changed in:
Update to help specular
1 lines of code changed in:
update
1 lines of code changed in:
Lighting with no ifs
48 lines of code changed in:
lights with no ifs
2 lines of code changed in:
Updates to hopefully fix buggy GLSL implementations
16 lines of code changed in:
Light functions with no if statements
45 lines of code changed in:
Make it so when Mercury doesn't have focus in Win32, it won't respond to mouse/kb events.
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This looks much better because it responds to the color of the lights
14 lines of code changed in:
No emission
1 lines of code changed in:
Use emissive
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Respond to multiple lights
152 lines of code changed in:
Respond to multiple lights
128 lines of code changed in:
Fix DynTex for Linux
62 lines of code changed in:
update
1 lines of code changed in:
Finish DynTex!
95 lines of code changed in:
Fix crash and clean up rendering to FBO
9 lines of code changed in:
Add dyntex to project
8 lines of code changed in:
Almost done the FBO stuff
26 lines of code changed in:
Reverse the direction of the water
2 lines of code changed in:
Tweak rocks
12 lines of code changed in:
Try one last flipping of the vars
3 lines of code changed in:
Add the dyntexture object
29 lines of code changed in:
A wee bit more work on D3D
23 lines of code changed in:
Add some noise to the images
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Get RenderToDynamicTexture almost working
111 lines of code changed in:
tweak colors
5 lines of code changed in:
Sometimes we have OpenGL that doesn't support multitexturing, or kernels that don't support GetTID. Go figure :
38 lines of code changed in:
update light calculation
10 lines of code changed in:
use rgba not some shit
3 lines of code changed in:
include emission
2 lines of code changed in:
Fix specularity
1 lines of code changed in:
Revert (almost), I'm gonna try this a while longer
3 lines of code changed in:
Tweak
4 lines of code changed in:
NS Parallax works
1 lines of code changed in:
bump size modification
1 lines of code changed in:
More correct binormal and tanget stuffs
4 lines of code changed in:
Don't reinvent the wheel. GLSL already has access to all the material color values so we don't need to make uniform variables for them. It just wastes space.
7 lines of code changed in:
Get zNear and zFar from display
21 lines of code changed in:
slightly more correct
2 lines of code changed in:
Screw around with the shaders a little
9 lines of code changed in:
Do our z trick on parallax mapping
26 lines of code changed in:
Still needs normal dot eye, but we're almost there
26 lines of code changed in:
Fix in windows
5 lines of code changed in:
Optimize relief shader
55 lines of code changed in:
Use texture matrix in shader and make the rocks look better
8 lines of code changed in:
use shine
3 lines of code changed in:
Fix shapes radius
1 lines of code changed in:
Use GetProcAddr not the wgl one. This works in both windows and linux
not just windows.
17 lines of code changed in:
Fix linux compile again...
1 lines of code changed in:
Untested- added FBO support. Declare a texture to be "dynamic" (attached to a fbo/rbo) by calling texture.SetIsDynamic (true);
Then, you can render to the texture with:
Display->BeginRenderToDynamicTexture (MercuryTexture* texture);
and stop rendering with
Display->EndRenderToDynamicTexture ();
NOTICE, this will not automatically clear the texture framebuffer, you must manually call ClearZBuffer and ClearFrameBuffer to do so, that is:
BeginRenderToDynamicTexture
ClearFrameBuffer
ClearZBuffer
draw stuff to the texture
EndRenderToDynamicTexture
and hopefully everything should *just* work (let's hope)
-David
115 lines of code changed in:
Added support for frame buffer object
72 lines of code changed in:
More work on DirectX
91 lines of code changed in:
Fix ODE Warnings with improper commands
12 lines of code changed in:
Fix the invalid value OGL error
2 lines of code changed in:
Add some pixel shaders
312 lines of code changed in:
Update DirectX Stuff, and let's just go with DX9
149 lines of code changed in:
Fix parallax+s.map and add relief
159 lines of code changed in:
Fix targas
1 lines of code changed in:
Add relief and fix the parallax+s.map shader.
43 lines of code changed in:
Material Shinyness + Let pixelshaders see diffuse,ambient,etc.
24 lines of code changed in:
Unprivate a get texture function, so screen will have access to it.
2 lines of code changed in:
This looks more correct
2 lines of code changed in:
Get a better copy working
65 lines of code changed in:
Copy the pixel shader from ShaderDesigner by Typhoon Labs
11 lines of code changed in:
Tweak the binormals and tangents.
1 lines of code changed in:
Add support for per-material uniform variables.
85 lines of code changed in:
Fix scoping issue for .net 2k5 and GCC
4 lines of code changed in:
Fix up tangent and binormal sending. Also -- NormalHeight and Base are added temporarily. These will be removed soon.
11 lines of code changed in:
Add support for Vertex Attribute finding.
10 lines of code changed in:
Make sprites and boxes work the way you'd expect them to.
37 lines of code changed in:
binormals and tangents it's either 100%, 75%, 50%, 25% or 0% right (exactly). So in any case, it should be easy to fix.
169 lines of code changed in:
Last tweak to the HGCar for a while
82 lines of code changed in:
cleanup
4 lines of code changed in:
Basic testing stuff for vehicles
405 lines of code changed in:
Use the official release of ODE, which was compiled for general windows release.
0 lines of code changed in:
Fix betamari
15 lines of code changed in:
Warnings
65 lines of code changed in:
remove warnings
15 lines of code changed in:
fix linux compile
0 lines of code changed in:
Fix charles's random untested changes
7 lines of code changed in:
Allow compilation of mercury without ODE. What was happening was that we were grouping MercuryNetServer with
networking, so without ODE, we couldn't have networking
11 lines of code changed in:
Looks like we're going to have to wait one more iteration before those
warnings can go away.
0 lines of code changed in:
Licenses, Warnings, and Linux compile fix
39 lines of code changed in:
general update
37 lines of code changed in:
Commit an empty sound manager, in case we don't want OpenAL
3 lines of code changed in:
rework the crash defines a little
6 lines of code changed in:
my configurator
360 lines of code changed in:
Warnings, fix errors and prepare to allow my configurator.
42 lines of code changed in: