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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37260018a2
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Acutally use the vertex colors for alias models.
Thanks to Spirit trying QF on nvidia drivers, the missing attributes were
found. Now he shouldn't get gl errors :)
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2012-07-08 16:52:13 +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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c884ef5f80
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Convert the colormap to a 2D palette.
This skips one level of indirection in the alias model and brush shaders.
Hopefully, this will improve performance on my eeepc.
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2012-01-14 21:42:42 +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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209c4cda8b
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Scale the light level index correctly before colormap lookup.
With this, lighting seems to be working. I'm not certain the normals are
100% correct, but I can see something happening on rotating models.
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2012-01-03 19:57:47 +09:00 |
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Bill Currie
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fd67f3500b
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Load the alias model shaders.
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2012-01-02 11:18:34 +09:00 |
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Bill Currie
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d1419c30db
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Make a start on alias model rendering.
The vertex and fragment shaders are written, and R_InitAlias is stubbed,
but that's it so far.
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2012-01-01 23:58:12 +09:00 |
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