spring: develop 4750b61b | [ Diff ] [ Back to Repository ] | |||
Author | Committer | Branch | Timestamp | Parent |
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tvo | tvo | develop | 2008-05-12 17:05:51 | develop 4177ed6e |
Changeset | * Applied rendering.patch and bumpwater.patch from jK's patch set (mantis 0000928), modifications before committing: - Bumpwater members made private - Bumpwater uses GL_DEPTH_COMPONENT32 instead of GL_DEPTH_COMPONENT16, this makes it work on more drivers/cards (same total number of bits per texture in the FBO.) - CompressTextures is off by default, because it decreases rendering quality. Probably because of the bigger smallest mipmap? (ie. 4x4 instead of 1x1) also this includes the parts of ui.patch that were left out earlier * rendering.patch: - extended /wiremap to BasicSkybox - fixed smoke textures loading from resource.tdf (resources/graphics/smoke/smoke00 .. smoke11) - enabled polygon offset for all units begin built (fixs a clipping issue) - fixed a wrong rotation in ApplyTransform() (which is used by lua's gl.UnitPieceMultMatrix) - removed some redundant texture unbindings in dynWater and removed 256*256 foamTex limit - fixed glyph (vertical) spacing in fontatlas - fixed spacing in particle atlas - new TextureLODBias option (global mipmapping bias) - new CompressTextures option (It is only used by the new mygl.cpp::glBuildMipmaps() function, so the 3do texture atlas won't be compressed) - merged all mipmap creation functions into mygl.cpp::glBuildMipmaps() - fixed dds mipmapping filter setting. (yeah smoth was always true, there was something wrong with s3o textures ;) - added PBO (PixelBufferObject) support to smf groundtexture loader. info: PBO use DMA and are async (-> 0% cpu usage). Under some conditions PBOs can be slower than the old mechanism, so you can turn them off with "UsePBO". * bumpwater.patch + bumpwater.zip: - yeah, a new water shader! - It is modular so, you can turn off reflections and refractions to get the same speed as /water 0 and still get a nice looking enviroment. Also it's the first water shader in spring that gives the water an ambient color, so the water doesn't look always like puddle. - Features: * normal map * ambient/diffuse lighting * specular lighting * fresnel (refraction) * caustics - new map water options (with defaults) are: * FresnelMin(0.2), FresnelMax(0.3), FresnelPower(4.0) (define the refraction) * WaterSpecularFactor(20.0) * WaterSpecularColor(groundSunColor) * WaterSurfaceAlpha(0.55) * WaterFoamTexture(DynWater uses this, too) * WaterNormalTexture(bumpmap) - new resource.tdf options: * resources\\graphics\\caustics\\caustic00 .. caustic32 - new .springrc/registry settings: * BumpWaterTexSizeReflection(256) * BumpWaterReflection(1) * BumpWaterRefraction(1) git-svn-id: https://spring.clan-sy.com/svn/spring/trunk@5879 37977431-3df6-0310-b722-df95706aa16b |
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mod - Documentation/cmds.txt | [ Diff ] [ File ] | |||
mod - installer/builddata/bitmaps/README.txt | [ Diff ] [ File ] | |||
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add - installer/builddata/springcontent/shaders/bumpWaterFS.glsl | [ Diff ] [ File ] | |||
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mod - rts/Game/Game.cpp | [ Diff ] [ File ] | |||
mod - rts/Lua/LuaConstGame.cpp | [ Diff ] [ File ] | |||
mod - rts/Map/MapInfo.cpp | [ Diff ] [ File ] | |||
mod - rts/Map/MapInfo.h | [ Diff ] [ File ] | |||
mod - rts/Map/SM3/terrain/Lightcalc.cpp | [ Diff ] [ File ] | |||
mod - rts/Map/SMF/BFGroundTextures.cpp | [ Diff ] [ File ] | |||
mod - rts/Map/SMF/BFGroundTextures.h | [ Diff ] [ File ] | |||
mod - rts/Map/SMF/SmfReadMap.cpp | [ Diff ] [ File ] | |||
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mod - rts/Rendering/Env/AdvSky.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/Env/AdvTreeDrawer.cpp | [ Diff ] [ File ] | |||
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mod - rts/Rendering/Env/BaseSky.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/Env/BaseSky.h | [ Diff ] [ File ] | |||
mod - rts/Rendering/Env/BaseWater.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/Env/BasicSky.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/Env/BasicTreeDrawer.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/Env/BasicWater.cpp | [ Diff ] [ File ] | |||
add - rts/Rendering/Env/BumpWater.cpp | [ Diff ] [ File ] | |||
add - rts/Rendering/Env/BumpWater.h | [ Diff ] [ File ] | |||
mod - rts/Rendering/Env/DynWater.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/Env/GrassDrawer.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/GL/myGL.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/GL/myGL.h | [ Diff ] [ File ] | |||
mod - rts/Rendering/GroundDecalHandler.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/InMapDraw.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/Textures/Bitmap.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/Textures/NamedTextures.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/Textures/TextureAtlas.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/Textures/TextureHandler.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/UnitModels/3DModelParser.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/UnitModels/UnitDrawer.cpp | [ Diff ] [ File ] | |||
mod - rts/Rendering/glFont.cpp | [ Diff ] [ File ] | |||
mod - rts/Sim/Projectiles/ProjectileHandler.cpp | [ Diff ] [ File ] | |||
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mod - rts/System/SpringApp.cpp | [ Diff ] [ File ] |