Codes4Fun
3241d08740
Added UpdateStereo3DMode function.
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This is to consolidate how we update the glConfig.stereo3Dmode, and to
update it before initializing the framebuffers so that they are
initially allocated correctly and avoid framebuffers getting reallocated
later.
2016-10-24 15:58:43 -07:00
Robert Beckebans
081c848f87
envShot cleanup
2016-07-02 11:24:22 +02:00
Robert Beckebans
30f85f5b46
Merged Steel Storm 2 envShot bugfix by LordHavoc
2016-07-02 11:24:22 +02:00
Robert Beckebans
8f1512dc5e
Tweaked HDR tone mapping and linear RGB bugfixes
2016-01-17 12:49:04 +01:00
Robert Beckebans
d50c93f26f
Added r_exposure and tweaked lighting
2016-01-14 00:59:41 +01:00
Robert Beckebans
f82b700598
Improved linear RGB lighting and added ACES tonemap
2016-01-13 20:33:16 +01:00
Robert Beckebans
3c9bc63f61
SSGI radiosity blur
2016-01-10 17:20:38 +01:00
Robert Beckebans
d9f9db3b37
Framework for hierarchical depth buffer optimization
2016-01-09 13:38:49 +01:00
Robert Beckebans
94c28fa8ff
Working Alchemy SSAO shaders
2016-01-08 19:30:21 +01:00
Robert Beckebans
08c7b35fd1
Normals-only G-Buffer for screen space effects
2015-12-31 18:11:34 +01:00
Robert Beckebans
5846953302
Fixed missing multiSamples initialization for OpenGL. #276
2015-12-30 19:28:14 +01:00
Robert Beckebans
e2e4295556
Replaced r_multiSamples with r_antiAliasing to switch between SMAA, MSAA ( and TXAA future)
2015-12-30 12:07:24 +01:00
Robert Beckebans
6aa87784a3
Tweaked HDR/ambient
2015-12-25 12:03:59 +01:00
Robert Beckebans
ad0ff8ec8d
Tweaked HDR/ambient
2015-12-24 18:47:16 +01:00
Robert Beckebans
5556231d71
Tweaked HDR parameters
2015-12-24 18:47:16 +01:00
Robert Beckebans
6c4ebf6a75
Added ambient pass to make game less dark
2015-12-24 18:47:16 +01:00
Robert Beckebans
da7eedf04d
Added filmic post process effects
2015-12-23 13:53:21 +01:00
Robert Beckebans
5e2f7375ac
Tweaked chromatic burning bloom
2015-12-22 17:53:18 +01:00
Robert Beckebans
2d8a0b3536
Tweaked tone mapping and implemented r_hdrDebug view
2015-12-21 11:39:19 +01:00
Robert Beckebans
37005ba506
64 bit HDR with adaptive tone mapping ported from XreaL
2015-12-20 12:28:46 +01:00
Robert Beckebans
1c14ab2db9
Changed extension check for GL_ARB_framebuffer_object
2015-11-23 14:42:01 +01:00
Robert Beckebans
be030e5548
Workarounds for Mesa. closes #256 #245
2015-11-23 14:01:59 +01:00
Robert Beckebans
395ef525b1
Tweaked shadowmap bias to fight shadow acne
2015-03-19 01:27:44 +01:00
Robert Beckebans
0722718307
Disabled GPU Skinning for Mesa driver #187
2014-11-12 12:39:53 +01:00
Robert Beckebans
d295a6aea9
Disabled usage of OpenGL 3.2 compatibility profiles for Linux #187
2014-11-12 12:34:07 +01:00
Robert Beckebans
6a906704c5
Made GL_ARB_multitexture exception for OpenGL core profiles and Mesa #189
2014-11-09 11:24:37 +01:00
Robert Beckebans
ce0e83ebca
Merge pull request #160 from BielBdeLuna/envshot
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Envshot and cubemap to skymap transforms
2014-08-25 17:17:47 +02:00
BielBdeLuna
fc7ed840bc
astyle and other wonderbar stuff!
2014-08-25 15:25:54 +02:00
BielBdeLuna
fedaf6b691
envshot and others working
2014-08-24 00:10:50 +02:00
Robert Beckebans
9147482a37
Added check for Gallium drivers to use GLSL ES 3.00. #137
2014-08-20 13:07:59 +02:00
BielBdeLuna
d7345d6168
envToSky not working yet
2014-08-20 12:12:01 +02:00
BielBdeLuna
095cf836c6
screen shots are PNG and envshots are TGA, but still envshots come out somewhat wrong
2014-08-19 11:35:50 +02:00
BielBdeLuna
706d98f24c
now envshot does the target renderers at a proportionatesize and unskewed, but still the first of them fails.
2014-08-18 03:38:55 +02:00
BielBdeLuna
71b26cf128
envshot working but not correctly
2014-08-16 23:20:46 +02:00
Radegast
0ae98f62c4
It's no fun without textures. #87
2014-05-18 23:49:03 +01:00
Radegast
812fb78d52
Initial OS X support. #87
2014-05-18 23:14:28 +01:00
Robert Beckebans
185f2aaf90
Disabled some GL_CheckErrors() calls that can be a slowdown
2014-05-18 15:17:15 +02:00
Robert Beckebans
63add75e7f
Disabled MSAA 16x option which is a performance killer in combination with shadow mapping
2014-05-16 23:57:17 +02:00
Robert Beckebans
54c31bff8f
Fixed r_shadowMapJitterScale for Poisson disc algorithm
2014-05-16 22:32:56 +02:00
Robert Beckebans
c17773306c
Revert "Changed r_useShadowMapping 1: medium+faster, 2: high quality"
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This reverts commit 87b0040f92
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Conflicts:
neo/renderer/RenderSystem_init.cpp
neo/renderer/tr_backend_draw.cpp
neo/renderer/tr_local.h
2014-05-16 21:50:49 +02:00
Robert Beckebans
ef9869972d
Improved shadow mapping performance using randomly rotated Poisson discs
2014-05-16 21:33:39 +02:00
Robert Beckebans
e0c8243ee7
Make high quality shadow mapping the default
2014-05-16 00:22:34 +02:00
Robert Beckebans
87b0040f92
Changed r_useShadowMapping 1: medium+faster, 2: high quality
2014-05-16 00:14:42 +02:00
Robert Beckebans
cd3ed5a927
Sacrificed texture bias option for shadows option. fixes #109
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We can't add new graphics options without altering the original Flash menu
files which we don't have. I disabled the r_lodBias functionality which
can make the game look worse by adding a bias to the texture lookup
functions which cause choosing texture mip maps that are smaller than the
original image size in every view even though we want the first mip map
level 0 which is the best quality.
2014-05-15 23:46:53 +02:00
Robert Beckebans
e13fc0f4e9
Added cvar r_useHalfLambertLighting to make it optional, it requires reloadShaders
2014-05-15 16:37:55 +02:00
Robert Beckebans
42874cfd05
Added graphics option to make soft shadows optional
2014-05-15 12:14:37 +02:00
Robert Beckebans
0eaaea4b96
Improved shadow mapping performance using the shadow LOD and tweaked
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polygon offsets to fight shadow acne
2014-05-11 22:30:01 +02:00
Robert Beckebans
5153422d0d
Added shadow LOD calculation
2014-05-11 17:24:24 +02:00
Robert Beckebans
5c0fedf190
Patched GLEW to get the extensions with OpenGL >= 3.2 for the case that glGetString(GL_EXTENSIONS) fails
2014-05-11 12:19:10 +02:00
Robert Beckebans
f72d98a1eb
Disabled shadow mapping for Mesa drivers fixes #103
2014-05-11 11:49:14 +02:00