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https://github.com/ReactionQuake3/reaction.git
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e100284932
- 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
34 lines
1.8 KiB
Text
34 lines
1.8 KiB
Text
- Scale map lights by 0.66 and sunlight by 0.33 when r_testSunlight 1
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- Offset shadowmap samples by surface normal and reenable PCF
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- Reenabled per vertex tangent space values, fixes visual issues in normal maps
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- Simplified some viewparms flags
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- Add cascaded shadow mapping, test with r_testSunlight 1.
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- Add r_depthPrepass.
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- Improve parallax mapping
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- Add AVG_MAP, BLACK_LEVEL, and WHITE_LEVEL defines to tonemap shader
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- Fix a bug in fragment shader tangent space calculations
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- Fix a bug in new curves code
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- System menu makes a bit more sense now (removed irrelevant options, added new presets)
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- Change imagelist cmd to give more relevant information
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- Remove DiffuseRoughness shader param, add SpecularExponent shader param
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- Change R_SubdividePatchToGrid() to subdivide patches more evenly
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- Calculate tangent space in fragment shader instead of storing per vertex
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- Fix sun flare with sky portals. Sun flare must be inside sky portal.
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- Speed up tone mapping
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- Add fast light shader path when r_normalMapping and r_specularMapping are 0
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- Revise FBO blitting code (Still needs more work)
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- Detect GLSL version
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- Use GL_EXT_draw_range_elements
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- Reserve FBOs before shaders, as recommended in nvidia docs
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- Minor tweak in VBO allocation.
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- Update tr_font.c to ioq3 latest (r2232)
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- Minor image code cleanup.
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- Added support for LATC(normalmaps) and BPTC(everything else) image compression
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- Use faster framebuffer blits whenever possible.
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- Optimized lightall shader for older hardware.
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- Fixed case in GLSL_PrintInfoLog when log is 0 length.
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- Clear render buffer on allocate, fixes corrupt screen issue
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- Use GL_RGB16_F instead of GL_RGBA16_F for hdr render buffer
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- Draw chat messages & co. during intermission
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- Don't reserve render buffers when textures are used for a FBO. Fixes a crash when GPU memory is at a premium.
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* Beta 1 - Initial Public Release.
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