Christoph Oelckers
|
9d1dbf4eab
|
- fixed: FBufferedUniform1f didn'T work because it used an int as its buffered value.
|
2014-06-29 14:08:44 +02:00 |
|
Christoph Oelckers
|
ffcb6cb70a
|
- added second vertex coordinate attribute for model interpolation.
|
2014-06-29 11:00:21 +02:00 |
|
Christoph Oelckers
|
4d005bdfa0
|
shader rework
All those special shaders have been merged together.
Mostly working but the non-shader lighting seems a bit broken.
|
2014-05-12 14:45:41 +02:00 |
|
Christoph Oelckers
|
52056a05bd
|
- changed handling of DynLight in shader to serve as a global dynamic light color for all lighting modes.
|
2014-05-11 16:49:17 +02:00 |
|
Christoph Oelckers
|
53f4cd0108
|
- added objectcolor uniform. This will be used to hold the thingcolor for shader based rendering.
|
2014-05-11 16:06:25 +02:00 |
|
Christoph Oelckers
|
09f4071436
|
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.
|
2014-05-11 13:27:51 +02:00 |
|
Christoph Oelckers
|
b09405a8bd
|
- changed rendering of glowing walls so that it doesn't require an additional vertex attribute, just pass the floor and ceiling planes as uniforms.
|
2014-05-10 17:09:43 +02:00 |
|
Christoph Oelckers
|
95163e378e
|
- added a fog layer when drawing sprites with render style reverse subtract.
|
2013-12-05 15:06:10 +01:00 |
|
Christoph Oelckers
|
399d0974ab
|
- added GL render as of SVN revision 1600.
|
2013-06-23 09:49:34 +02:00 |
|