reaction/reaction/Reaction-ChangeLog

35 lines
1.8 KiB
Text
Raw Normal View History

- Scale map lights by 0.66 and sunlight by 0.33 when r_testSunlight 1
- Offset shadowmap samples by surface normal and reenable PCF
- Reenabled per vertex tangent space values, fixes visual issues in normal maps
- Simplified some viewparms flags
- Add cascaded shadow mapping, test with r_testSunlight 1.
2012-05-01 21:53:24 +00:00
- Add r_depthPrepass.
- Improve parallax mapping
- Add AVG_MAP, BLACK_LEVEL, and WHITE_LEVEL defines to tonemap shader
- Fix a bug in fragment shader tangent space calculations
2012-04-28 19:35:34 +00:00
- Fix a bug in new curves code
- System menu makes a bit more sense now (removed irrelevant options, added new presets)
- Change imagelist cmd to give more relevant information
- Remove DiffuseRoughness shader param, add SpecularExponent shader param
- Change R_SubdividePatchToGrid() to subdivide patches more evenly
- Calculate tangent space in fragment shader instead of storing per vertex
- Fix sun flare with sky portals. Sun flare must be inside sky portal.
- Speed up tone mapping
- Add fast light shader path when r_normalMapping and r_specularMapping are 0
- Revise FBO blitting code (Still needs more work)
2012-04-16 09:30:30 +00:00
- Detect GLSL version
- Use GL_EXT_draw_range_elements
2012-04-06 01:53:31 +00:00
- Reserve FBOs before shaders, as recommended in nvidia docs
- Minor tweak in VBO allocation.
- Update tr_font.c to ioq3 latest (r2232)
- Minor image code cleanup.
- Added support for LATC(normalmaps) and BPTC(everything else) image compression
- Use faster framebuffer blits whenever possible.
- Optimized lightall shader for older hardware.
- Fixed case in GLSL_PrintInfoLog when log is 0 length.
2012-04-04 18:22:51 +00:00
- Clear render buffer on allocate, fixes corrupt screen issue
- Use GL_RGB16_F instead of GL_RGBA16_F for hdr render buffer
2012-04-03 17:37:07 +00:00
- Draw chat messages & co. during intermission
- Don't reserve render buffers when textures are used for a FBO. Fixes a crash when GPU memory is at a premium.
* Beta 1 - Initial Public Release.