Michaël Lemaire
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a54c8d5217
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Improved clouds lighting
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2016-02-01 20:38:29 +01:00 |
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Michaël Lemaire
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32c83c1b36
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Optimized NoiseFunctionSimplex by inlining
This causes duplicated code, but it should be removed when
NoiseGenerator is not used anymore
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2016-01-22 01:27:14 +01:00 |
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Michaël Lemaire
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bf42b2bab8
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Smoothed water LOD in OpenGL
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2016-01-12 19:36:25 +01:00 |
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Michaël Lemaire
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02a026116d
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Fixed noise scaling in opengl
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2016-01-04 20:26:40 +01:00 |
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Michaël Lemaire
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959f0ddf8f
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Updated NoiseNode to use FractalNoise instead of NoiseGenerator
Also fixed the range returned by NoiseFunctionSimplex (when
used by FractalNoise), and added a test to validate it.
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2016-01-03 20:22:06 +01:00 |
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Michaël Lemaire
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391f1a7f41
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Added FractalNoise value to OpenGLVariable
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2015-12-24 01:21:12 +01:00 |
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Michaël Lemaire
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e9fcd6b2a5
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Fixed int/double old-style casts
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2015-12-17 01:13:20 +01:00 |
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Michaël Lemaire
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88d2a78b70
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Enforced coding style using clang-format
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2015-11-09 22:30:46 +01:00 |
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Michaël Lemaire
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3e72fc7bf8
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Replaced NoiseGenerator by NoiseState in WaterDefinition
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2014-01-21 21:51:11 +01:00 |
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Michaël Lemaire
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49b7055655
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[WIP] Use simple normal map for opengl water
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2014-01-05 21:52:09 +01:00 |
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Michaël Lemaire
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c52eeac71d
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[WIP] Added the simplex sampler to opengl water shader
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2014-01-05 20:37:51 +01:00 |
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Michaël Lemaire
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e61dae6f0a
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Added NoiseState to maintain the noise offsets in clouds
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2013-12-31 15:50:28 +01:00 |
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Michaël Lemaire
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b5c50d16d4
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Made a class of NoiseGenerator
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2013-11-03 15:46:39 +01:00 |
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