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7d4989b670
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using namespace std
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2015-12-11 00:36:50 +01:00 |
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6166031c8b
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Speeded up compile time
Reworked *_global.h heavy inclusions
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2015-11-18 19:37:00 +01:00 |
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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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e81487ae08
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Added safety offset on lighting
This avoids shadow algorithm to hit the surface it is currently checking
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2015-10-16 00:14:54 +02:00 |
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b045b731ad
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Added god rays manager (initial implementation)
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2015-09-29 22:31:25 +02:00 |
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6f2d23d960
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Refactored lighting manager
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2015-09-25 00:12:31 +02:00 |
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2b5b35e3b4
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Fixed specular lighting on water not being consistent between opengl and software
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2015-09-10 23:41:15 +02:00 |
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0058a0a8e3
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Switched to RGB material colors
...to avoid otherwise unused HSL conversion, which causes problems
for some RGB values (like Color(1, 0, 0))
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2015-08-19 19:14:59 +02:00 |
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818d82607e
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Optimized lighting of underwater terrain
The water light filter is now applied first to avoid computing
terrain shadows when no light passes through the water layer.
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2014-08-22 17:34:07 +02:00 |
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a9a6134633
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Fixed material dialog validation and made material hardness to work
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2013-12-25 19:45:56 +01:00 |
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879f88fd20
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Removed old C-api for Vector3
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2013-12-11 11:32:10 +01:00 |
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74634dfaf1
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[Broken WIP] Refactoring terrain, textures and water renderer
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2013-12-08 20:54:34 +01:00 |
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fca6f4c96e
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[WIP] Refactoring lighting
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2013-12-08 18:40:16 +01:00 |
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