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
|
9ac3b6aa1b
|
- fixed: IsVisibleToPlayer needs to be checked for the owner of owned dynamic lights.
|
2013-11-30 13:15:22 +01:00 |
|
Christoph Oelckers
|
2885056f46
|
- moved GLEXT API out of RenderContext struct.
|
2013-09-03 18:29:39 +02:00 |
|
Christoph Oelckers
|
26943fe3fd
|
- removed gl interface function pointers for all OpenGL32.dll entry points.
|
2013-09-03 14:05:41 +02:00 |
|
Christoph Oelckers
|
399d0974ab
|
- added GL render as of SVN revision 1600.
|
2013-06-23 09:49:34 +02:00 |
|