Andrzej Kapolka
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d09700adde
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Merge branch 'master' of https://github.com/worklist/hifi into voxeltars
Conflicts:
interface/src/Avatar.cpp
interface/src/Avatar.h
interface/src/Skeleton.h
interface/src/VoxelSystem.h
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2013-06-04 11:00:59 -07:00 |
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Andrzej Kapolka
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26b7976489
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Merge branch 'master' of https://github.com/worklist/hifi into voxeltars
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2013-06-03 09:49:50 -07:00 |
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Jeffrey Ventrella
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cf67f28b57
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merge
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2013-06-03 08:10:41 -07:00 |
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Andrzej Kapolka
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6c975f9c6f
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More work on avatar voxels.
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2013-06-01 15:06:29 -07:00 |
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Geenz
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de76851207
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Remove unnecessary normalize.
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2013-05-31 20:35:26 -04:00 |
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Geenz
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d98b28d4ab
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So apparently, this was a scale problem the entire time.
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2013-05-31 20:30:42 -04:00 |
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Geenz
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1eac57dd0c
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#19351 - Atmosphere shaders should be handled per-pixel instead of per-vertex.
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2013-05-30 15:02:11 -04:00 |
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Andrzej Kapolka
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86ddcea87f
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Better names for the shaders.
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2013-05-16 13:08:21 -07:00 |
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Andrzej Kapolka
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0a6b4702c6
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Experimenting with simple Perlin noise shader for voxels.
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2013-05-15 22:18:56 -07:00 |
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Andrzej Kapolka
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f0055bd419
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Fixes for OS X: GLSL version must be first line in source, don't init glut
(Qt apparently uses it?)
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2013-05-15 16:19:42 -07:00 |
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Andrzej Kapolka
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5138f62aef
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Use the "proper" alpha value (i.e., the one from the original shader). This
makes the sky somewhat darker, but that probably just means we need more
scattering or a brighter sun.
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2013-05-08 11:50:59 -07:00 |
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Andrzej Kapolka
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82f16e7f34
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Include the "sky from space" shaders, too, and use them when the camera is
outside the atmosphere's outer radius.
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2013-05-08 11:42:31 -07:00 |
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Andrzej Kapolka
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4567c31a26
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Added licensing information from the GPU Gems site, fixed spacing.
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2013-05-08 09:55:46 -07:00 |
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Andrzej Kapolka
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7faa9e4318
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More work on atmosphere rendering; rendering now working.
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2013-05-07 12:40:15 -07:00 |
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