spring: develop 06b32856 | [ Diff ] [ Back to Repository ] | |||
Author | Committer | Branch | Timestamp | Parent |
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-jk- | -jk- | develop | 2010-05-25 19:40:20 | develop 07ab446c |
Changeset | SMF GLSL shader changes: * fixed some float/int conflicts * made it runable on OpenGL2.0 cards (32 varying components limit) * some syntax cleanup c++ part of it: * the normalmap is now stored in a 2 component 16F texture (z-coord is reconstructed in the shader) * you can increase the normalmap precision to 32F with "GroundNormalTextureHighPrecision" (default off) * fixed some duplicated texture generation note: I just had Blindside as a testmap for the debugging, and it looks quite differently from the screenshots in the forum thread, so I don't know if I broke it somewhere. So responses are welcome. |
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mod - cont/base/springcontent/shaders/GLSL/SMFFragProg.glsl | [ Diff ] [ File ] | |||
mod - cont/base/springcontent/shaders/GLSL/SMFVertProg.glsl | [ Diff ] [ File ] | |||
mod - rts/Map/SMF/SmfReadMap.cpp | [ Diff ] [ File ] |