Commit Graph

366 Commits (b8953d8a097126d41c0da741a9aca7def98d9fde)

Author SHA1 Message Date
Peter Wortmann d1c28227f3 Normal map support for lights
- The light direction change isn't really consistent, as I can only give
  GL the vectors at the triangle edges. So for deep rays, the light
  distribution often ends up being significantly different than for short
  rays.

- I *am* distorting the normal map vectors, quite badly actually. I'll leave
  it for the moment, because it definetely looks best for the light vectors,
  but I will have to correct that a bit once I have the time.
2012-09-05 21:51:25 +01:00
Peter Wortmann 18c8af73a8 Potential crash fix 2012-08-26 00:11:42 +01:00
Peter Wortmann 6b04c9cc45 Use largest texture as reference, not first one
This should make it easier to experiment with bigger texture resolutions
2012-08-26 00:11:22 +01:00
Peter Wortmann 324b340e4d Cleanups
Removed some dead code, as well as the custom assertions. Also we don't really
need support for more than one back buffer.
2012-08-19 23:01:24 +01:00
Peter Wortmann 56bdeec585 FoW/lights preview
This is pretty much still prototype stage. Lots of bug, lots of stuff missing.
2012-08-19 19:35:10 +01:00
Günther Brammer a5b83665af Store all channels of a color together in CStdPalette
This mostly simplifies things, since most other places use an 32 bit
integer to store colors, but might even improve performance through better
cache locality.
2012-08-16 00:45:27 +02:00
Armin Burgmeier b4aafdd874 Remove build number aka C4XVER4 2012-10-18 23:54:50 +02:00
Sven Eberhardt a6d9690afa Fix Win32/MSVC builds losing sync to due to different order of parameter evaluation when multiple calls of Random() were done in the parameters 2012-10-14 21:02:27 +02:00
Sven Eberhardt c39d76f58c PXS sync error between Win32 MSVC build and Mac build 2012-10-14 19:08:59 +02:00
Günther Brammer 6a0f9b164c Use a constant for the default gravity instead of triplicating it 2012-07-25 17:02:10 +02:00
Günther Brammer 2c86f02fc9 GroupReadSurface needs a C4Group to call AccessEntry on 2012-06-23 15:40:01 +02:00
Günther Brammer dfebadfd68 Drop Landscape.NewStyleLandscape from the Scenario.txt
The format of the landscape in savegames has changed over time, but for OC
only the newest one is relevant, so the code for the old variants can be
removed.
2012-06-11 00:09:24 +02:00
Günther Brammer 3a3ed01c89 Savegames: Save readonly proplists by their name
For example, the proplist in Clonk.ActMap.Walk is saved as DClonk.ActMap.Walk.
Should the script defining the proplist change while the savegame is stored,
the proplist will have the new contents instead of the old ones after savegame
load.

Also, save functions as DFlint.Hit instead of fDFlint.Hit. Loading uses the same
code as static proplist loading.

Curiously, this makes g++ 4.4 use the C4RefCntPointer move constructor,
which was broken until now. Fix it to take a mutable rvalue reference.
2012-06-01 17:27:59 +02:00
Günther Brammer 20577f8575 GL: Identifiers starting with GL_ are reserved for the implementation
Some compilers are less strict about this than others, unfortunately.
The Gallium one complains with

preprocessor error: Macro names starting with "GL_" are reserved.
2012-05-30 23:34:08 +02:00
Nicolas Hake e0bde2256a GL: Make max uniform count available to shader and work around low limits (#786)
beliar reports that his driver doesn't support the number of fragment shader
uniforms that we're using in the landscape scaler. By making the reported limit
available to the GLSL code, it can use a workaround using a 1D texture to
transfer data.
2012-05-28 16:05:30 +02:00
Günther Brammer 1a29f8625d Reorder engine source file organization a bit
This mostly consists of flattening the hierarchy, splitting the
graphics stuff out of platform, and a few smaller cleanups.
2012-04-27 19:04:43 +02:00