Christoph Oelckers
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4d005bdfa0
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shader rework
All those special shaders have been merged together.
Mostly working but the non-shader lighting seems a bit broken.
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2014-05-12 14:45:41 +02:00 |
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Christoph Oelckers
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506798f134
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allow brightmaps and fullbright objects in fog. The reasons why they were disabled no longer exist.
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2014-05-11 23:12:28 +02:00 |
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Christoph Oelckers
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c47c7421a3
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- route all glColor calls through render state.
- add sector links to dynamic lights.
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2014-05-11 22:57:42 +02:00 |
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Christoph Oelckers
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52056a05bd
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- changed handling of DynLight in shader to serve as a global dynamic light color for all lighting modes.
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2014-05-11 16:49:17 +02:00 |
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Christoph Oelckers
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09f4071436
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Ok, it had to be done: Removed shader support for pre GLSL 1.3/GL 3.0 hardware. The compromises needed to accomodate these are just too bad and would block any attempt at streamlining the code.
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2014-05-11 13:27:51 +02:00 |
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Christoph Oelckers
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b09405a8bd
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- changed rendering of glowing walls so that it doesn't require an additional vertex attribute, just pass the floor and ceiling planes as uniforms.
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2014-05-10 17:09:43 +02:00 |
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Christoph Oelckers
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69af73d9b9
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- alternative configuration using GLEW to get extension functions. This requires GL 2.0, though so it won't be promoted to the mainline for the time being.
- removed all pre GL 2.0 support.
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2014-04-06 14:35:44 +02:00 |
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Christoph Oelckers
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95163e378e
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- added a fog layer when drawing sprites with render style reverse subtract.
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2013-12-05 15:06:10 +01:00 |
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Christoph Oelckers
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2885056f46
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- moved GLEXT API out of RenderContext struct.
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2013-09-03 18:29:39 +02:00 |
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Christoph Oelckers
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399d0974ab
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- added GL render as of SVN revision 1600.
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2013-06-23 09:49:34 +02:00 |
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