Bill Currie
14f089d08e
Correct the orientation of the skybox (for glsl).
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It turns out the expected orientation of the sky cube is exactly that of
Blender's default cube looked at from the front view (num-1) and the front
face being the nearest face. This put's Marcher's sun nicely in the view
when exiting the cave.
2012-09-12 19:06:07 +09:00
Bill Currie
7d8b0f96d6
Correct the fog distance calculations.
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It turns out the pixel's z coord is correctly obtailed by
gl_FragCoord.z/gl_FragCoord.w.
2012-07-17 19:10:10 +09:00
Bill Currie
c4309e7abc
Correct the fog blend calculation for transparency.
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The incoming pixel's alpha should not be affected by fog. This fixes the
ugly square smoke particles in foggy maps.
2012-07-17 19:08:36 +09:00
Bill Currie
731236ee07
Implement global fog.
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Sprites and particles don't seem to be getting fogged correctly, but bsp
and alias models are working.
2012-01-29 10:27:28 +09:00
Bill Currie
928dd92276
Use 0.0 instead of 0.5 for t for palette lookups.
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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.
2012-01-14 20:51:43 +09:00
Bill Currie
8bcef272e6
Render the id skys :)
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Wow... smooth.
2012-01-11 21:26:12 +09:00
Bill Currie
f6f2e4f406
Create and load the id sky shader.
2012-01-11 16:02:20 +09:00