Commit Graph

3183 Commits (ed885d3df60986034085af0cc3f8a63db0d4fb21)
 

Author SHA1 Message Date
kervala c8c296f484 Changed: Created NELID macro to fix warning "multi-character character constant" 11 years ago
dfighter1985 5326324b56 Some comments.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 69a4a9f9a5 Two sided rendering, while using dynmat.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 390d1bb156 Don't call newMaterial() every time we load a (sub)material.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 dbd5185de1 Only use the shader combo box for the user shaders.
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branch : gsoc2013-dfighter
11 years ago
Nimetu 75d784c656 Fixed: map landmark bug (issue #15) 11 years ago
dfighter1985 586c25f864 When clearing the dynmat, should clear all of them. Also fixes a crash.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 3949c210f6 OpenGL should be fed a clamped color value.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 76204a844d When changing a shader in the editor, reload it in the driver too.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 b775237215 It's now possible to render using the user shaders and dynmat.
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branch : gsoc2013-dfighter
11 years ago
kervala bb7297f260 Fixed: Wrong variable used to compute array length 11 years ago
kervala b7ddc2c0d2 Fixed: OpenGL ES driver compilation 11 years ago
kervala 82904232d2 Fixed: Warnings with GCC 11 years ago
kervala 61a5647bdd Changed: Typo 11 years ago
kervala 6695a9064e Changed: Created NELID macro to fix warning "multi-character character constant" 11 years ago
kervala c7deb1b0c4 Changed: FIX_PRECOMPILED_HEADER now useless 11 years ago
kervala 6dff896bba Changed: Link to CURL_LIBRARIES 11 years ago
kervala 0ff9908e8e Changed: Don't include files from project in PCH 11 years ago
kervala 3294955c60 Fixed: #55 ryzom_client crashes on start with unprotected error in call to Lua API 11 years ago
StudioEtrange d81c9db04e FindMSVC fix 11 years ago
dfighter1985 c3c3f154b1 Instead of auto-generating the dynmaterial added a menu item in the material editor that will trigger it if needed.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 8269ec7be5 Wrong direction, wrong lighting!
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 11fe86e552 Forgot to actually pass the direction in the previous commit...
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 72e7d09113 Don't calculate these more than once.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 69c41a31ae These positions and directions were supposed to be in eye coords.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 0453f30582 Added lighting to the specular shader.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 f194704a28 Refactored directional lighting a little. No need to calculate things more than once.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 0ab68ef25f Added point light support.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 9a647a893c Specular shader should compile even when there's no fog added.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 2e4b6bb6ae Don't try to edit stock shaders.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 a9a1d17c4f Added the stock shader names to the material editor, so it will now be able to select them when loading a shape.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 1d71a540ba Apparently QColor::set[color]f takes colors as floats clamped to the [0,1] range.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 c6bb6ec2a9 Renamed a bunch of shader related classes in NL3D to contain the word Usr, since they are user shader related.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 6c58856ed7 Shininess is now loaded from the material as a uniform instead of being hardcoded.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 4ba9d815d4 Colors are now set from the light setup, rather than being hardcoded.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 6f396aa8f7 Added the directional light(s) to the lightmap shader too.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 01ef7fd973 The specular calculation is probably faster this way.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 4ec92d2f06 Simplified the directional light shader generator functions.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 28c4b5b157 Added specular term to the directional lights.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 354d2b8c65 Added ambient term support for directional light.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 43817746ec Renamed light[n]Col to light[n]ColDiff.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 0def5caf54 Added diffuse directional light support to the normal shader.
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 3c99323ada Apparently typos and redundantly setting uniforms can totally ruin rendering :D
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branch : gsoc2013-dfighter
11 years ago
dfighter1985 5fbfe7b17f Since now we have fog support, this doesn't need to be disabled anymore.
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branch : gsoc2013-dfighter
11 years ago
kaetemi 1a669307da Fix typo 11 years ago
kaetemi ce9e0a397b Fix regression from stereo branch in wind tree 11 years ago
kaetemi 046e3c92da Fix compile error in vertex program 11 years ago
kaetemi 3c099397d8 Update supportVertexProgram calls 11 years ago
kaetemi e99bc7ba69 Remove old interface 11 years ago
kaetemi 256f7ff06c Cleanup unused code 11 years ago