ZappoMan
208d3c8413
remove old unused shaders
2014-12-11 13:59:21 -08:00
Sam Gateau
ff4d28abeb
hack a separate emissive information in the g-buffer
2014-11-25 18:27:49 -08:00
Sam Gateau
77077f4e9c
hack a separate emissive information in the g-buffer
2014-11-25 18:17:28 -08:00
Sam Gateau
4fbb094978
No reason to change that...
2014-11-24 15:39:34 -08:00
Sam Gateau
1f10a44ae4
More typos in glsl
2014-11-24 15:38:12 -08:00
Sam Gateau
68e2df8fc2
add a emissive parameter value to the lightmap shaders
2014-11-24 14:35:42 -08:00
Sam Gateau
6591f4dac2
adjust lighmap shading equation
2014-11-24 11:18:21 -08:00
Sam Gateau
8b23a2cd1e
adding the shader files for the lightmap case
2014-11-24 10:33:31 -08:00
Sam Gateau
1f22d5b493
Merge branch 'master' of https://github.com/highfidelity/hifi into tot
2014-11-24 10:05:39 -08:00
Sam Gateau
87471df7a1
First version of the lighmap working
2014-11-21 18:08:34 -08:00
Sam Gateau
764ad72471
adding the light map support from FBX
2014-11-20 09:54:41 -08:00
Andrzej Kapolka
d05bb49a74
Yet more heightfield spanner bits.
2014-11-12 15:40:54 -08:00
Andrzej Kapolka
caef237376
More work on spannerizing heightfields.
2014-11-11 14:40:05 -08:00
Andrzej Kapolka
e08a0144c2
Cleanup on aisle three! Removed the color/normal/voxelized spanner bits, as
...
well as the throbbing/scripted guides and the notion of spanner masking.
2014-11-06 19:15:43 -08:00
Andrzej Kapolka
fd00461b4e
Perspective correction fix (lets us use lower tesselation on light volumes).
2014-11-05 16:50:34 -08:00
Andrzej Kapolka
1763d8f7f0
Switch to using cones/spheres (as opposed to screen-aligned quads) with depth
...
testing for light geometry.
2014-11-04 17:29:19 -08:00
Andrzej Kapolka
e76a8c2234
Fix for ambient occlusion in 3DTV mode.
2014-11-03 17:36:10 -08:00
Andrzej Kapolka
631419d23c
Tweaks to heightfield conversion.
2014-10-22 18:22:21 -07:00
Andrzej Kapolka
3006950b83
Comment fix.
2014-10-14 18:24:44 -07:00
Andrzej Kapolka
fba383f6d3
Render voxel cursor on heightfields, too.
2014-10-14 15:21:45 -07:00
Andrzej Kapolka
d1c6aef953
Fixed my swizzle!
2014-10-10 17:36:21 -07:00
Andrzej Kapolka
1f63656a14
Comment fix.
2014-10-10 17:25:25 -07:00
Andrzej Kapolka
60da0f1567
Allow drawing cursor on dual contour surface, wired up material paint tool.
2014-10-10 17:18:52 -07:00
Andrzej Kapolka
c9fb73ecf8
Playing around with using points to represent distant voxel surfaces.
2014-10-06 18:52:10 -07:00
Andrzej Kapolka
0d5f81c062
Merge pull request #3540 from samcake/temp0
...
replacing glutSolidSPhere by a cached Geometry
2014-10-06 12:23:44 -07:00
Sam Gateau
bd5c6517a5
Merge branch 'master' of https://github.com/highfidelity/hifi into temp0
...
Conflicts:
interface/src/ui/MetavoxelEditor.cpp
interface/src/ui/overlays/Sphere3DOverlay.cpp
2014-10-03 17:31:05 -07:00
Andrzej Kapolka
91942e6188
Reduce the size of the smoothing step.
2014-10-03 17:17:22 -07:00
Andrzej Kapolka
3d88463569
Blend between cube face textures.
2014-10-03 17:05:14 -07:00
Sam Gateau
738369e21f
Replacing glutSolidSphere by a cached Geometry
...
Instead of calling glutSolidSphere, just call Application::getInstance()->getGeometryCache()->renderSphere(...)
- replaced all the instances of "glutSolidSphere"
- Changed the atmosphere shaders so instead of drawing a sphere of the size of the atmosphere, we draw a unit sphere, the vertices get scaled at the right radius in th vertex shader using fOuterRadius
2014-10-03 16:55:58 -07:00
Andrzej Kapolka
bf1c7b17fe
Fix for texture coordinate generation.
2014-10-02 18:09:47 -07:00
Andrzej Kapolka
16cfaa6ea5
Use cubic texture coordinate generation for the dual contour surfaces.
2014-09-23 13:28:00 -07:00
Andrzej Kapolka
646c0dc48f
Working on translucent model bits.
2014-09-19 15:31:46 -07:00
Andrzej Kapolka
446c2193ff
Limit what we render for deferred point/spot lights based on the light's
...
radius.
2014-09-19 12:18:00 -07:00
Andrzej Kapolka
b9ae005e53
Working on the actual deferred lights.
2014-09-18 16:12:46 -07:00
Andrzej Kapolka
7580a1da89
Glow fix for simple shader.
2014-09-15 17:33:07 -07:00
Andrzej Kapolka
580d591dc4
Working on getting glow to work with deferred lighting.
2014-09-15 17:11:36 -07:00
Andrzej Kapolka
0f3a020b5d
Working on getting particles/entities to work with deferred lighting;
...
normalize normals from buffer.
2014-09-15 16:07:48 -07:00
Andrzej Kapolka
e3a1341be1
Don't include the color on the skin.
2014-09-15 12:52:35 -07:00
Andrzej Kapolka
b3b82ba56c
I think we need to include the color.
2014-09-15 12:49:51 -07:00
Andrzej Kapolka
70c8c146bc
Fix for specular issue on Nvidia, try passing along material colors.
2014-09-15 12:44:25 -07:00
Andrzej Kapolka
4475759461
Revert the normal-based ambient occlusion; I wasn't crazy about the look of
...
it. Will perhaps revisit later.
2014-09-15 11:52:44 -07:00
Andrzej Kapolka
48adbdfbd2
Shadow fix.
2014-09-12 19:05:49 -07:00
Andrzej Kapolka
24b193b5dc
Alpha testing bits.
2014-09-12 18:11:46 -07:00
Andrzej Kapolka
42c8701b26
Don't use gl_Color for skin.
2014-09-12 17:36:58 -07:00
Andrzej Kapolka
72f38900bb
Fix for blending on models.
2014-09-12 17:31:03 -07:00
Andrzej Kapolka
53933fc9c6
Working on deferred lighting for models.
2014-09-12 17:09:07 -07:00
Andrzej Kapolka
7074d96c04
Working on support for specular components in deferred lights.
2014-09-12 14:11:56 -07:00
Andrzej Kapolka
f954e4d7ea
Fix for deferred lighting on voxels.
2014-09-11 19:06:29 -07:00
Andrzej Kapolka
e6f37544fd
Use deferred lighting for voxels as well as metavoxels.
2014-09-11 18:06:56 -07:00
Andrzej Kapolka
21f3f2b90e
Switch to deferred lighting for metavoxels.
2014-09-04 17:17:44 -07:00