Bill Currie
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7d8b0f96d6
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Correct the fog distance calculations.
It turns out the pixel's z coord is correctly obtailed by
gl_FragCoord.z/gl_FragCoord.w.
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2012-07-17 19:10:10 +09:00 |
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Bill Currie
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c4309e7abc
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Correct the fog blend calculation for transparency.
The incoming pixel's alpha should not be affected by fog. This fixes the
ugly square smoke particles in foggy maps.
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2012-07-17 19:08:36 +09:00 |
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Bill Currie
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731236ee07
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Implement global fog.
Sprites and particles don't seem to be getting fogged correctly, but bsp
and alias models are working.
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2012-01-29 10:27:28 +09:00 |
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Bill Currie
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4734c5b64a
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Implement water alpha.
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2012-01-28 21:20:34 +09:00 |
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Bill Currie
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928dd92276
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Use 0.0 instead of 0.5 for t for palette lookups.
I realized it's pretty silly using colormap + palette when I can just
combine the two into one and have a 2D palette. This is in preparation for
that.
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2012-01-14 20:51:43 +09:00 |
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Bill Currie
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89ae6eca8b
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Even better?
It's difficult getting the same result because GL st are 0-1 but sw quake's
st are 0-inf % 64.
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2012-01-11 07:51:15 +09:00 |
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Bill Currie
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5dbf913d41
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Get the turbulence more correct.
This looks right, and should be easier to tweak.
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2012-01-11 06:38:27 +09:00 |
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Bill Currie
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d2dae4cc58
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Produce a saner turbulence.
I'm not quite sure it's right. Need to watch sw's turb a bit more.
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2012-01-10 21:11:21 +09:00 |
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Bill Currie
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3508972d66
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Draw water surfaces... with some really funky turbulence.
It seems I misunderstood the sw turbulence code.
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2012-01-10 20:50:47 +09:00 |
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