Dave Parks
b767f2a5d5
Tweak detail settings and make graphics preferences widget enabling respect requirements.
2010-03-20 16:56:36 -05:00
Dave Parks
5add36d898
SSAO version of sunLight shaders.
2010-03-20 14:15:13 -05:00
Dave Parks
a40bbd868c
Make gcc happy
2010-03-19 21:25:43 -05:00
Dave Parks
64b38f3eac
Line ending fix.
2010-03-19 18:19:18 -05:00
Dave Parks
3793360167
RenderDeferredSSAO works as an independent setting -- decoupled shadows from SSAO.
2010-03-19 18:14:17 -05:00
Dave Parks
38205c1efb
Replace RenderDeferredShadow/RenderDeferredSunShadow with RenderShadowDetail
2010-03-19 15:25:35 -05:00
Dave Parks
1dc978cad7
Cleanup of RenderReflectionDetail getting duplicated in low/mid_graphics.xml
2010-03-19 15:25:04 -05:00
Dave Parks
bee8774886
Replace usage of RenderWaterReflections with RenderReflectionDetail.
2010-03-19 14:34:49 -05:00
Dave Parks
97d13488d6
XML changes for new graphics preferences
2010-03-18 15:43:37 -05:00
Dave Parks
16bbd7bf08
CTS-110 Remove soft alpha in deferred pipeline (breaks some content). Will revisit soft alpha in materials project.
2010-03-17 22:22:02 -05:00
Dave Parks
39a08368bb
Fix for impostors being fullbright when deferred rendering enabled.
2010-03-17 21:17:01 -05:00
Tofu Linden
6b08cc3a2d
We can enable alpha masking for fullbright faces as long as we're not in deferred mode. Deferred masked fullbrights are still broken (we fall back to blending instead of masking as a workaround), but they always have been. :/
2010-03-09 13:45:53 +00:00
Tofu Linden
43c425db24
Disable alpha-masking for glowing surfaces. It seems beyond my ability to get right.
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Refactor some replicated and/or strangely-expressed logic.
2010-03-09 13:28:23 +00:00
Tofu Linden
d429a4787f
Remove a '#error XXX' I was using to test ifdef-hell.
2010-03-08 15:48:27 +00:00
Tofu Linden
6de84031ee
VWR-4214 followup
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Make the fix work for alpha masks ('fast alpha') too - ironically this hasn't ever worked either AFAICT.
2010-03-08 14:51:27 +00:00
Tofu Linden
5461959d33
fixes VWR-4214 Glow effect passes through alpha textures where alpha is actually "solid"
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and its many many dupes.
In summary this does the following:
* When laying down alpha, uses the new separated color-and-alpha blend func support to suppress existing glow in proportion to the opacity of the incoming fragments
* Moves glowing-alpha support from the glow pool to the alpha pool, ensures that the glow pass for a vertex buffer happens after the alpha pass for the vertex buffer so that it doesn't suppress its *own* glow.
Tested with all shader modes, FBO on/off, and deferred rendering. Tested with every permutation of alpha/non-alpha/glow/non-glow/fullbright/waterglow/particle interaction I could contrive so far. :)
2010-03-08 12:28:33 +00:00
Tofu Linden
b307d020a8
Add support for glBlendFuncSeparate().
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I want it to fix glow-through-alpha, but this checkin doesn't includes any of those changes.
2010-03-07 18:31:32 +00:00
Tofu Linden
550922aa84
Add a touch of fakey ripple to shadows on the surface of water, as if the water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup.
2010-03-07 11:34:31 +00:00
Tofu Linden
23f03d9f6c
Some extra comments to help me get things straight.
2010-03-07 10:15:07 +00:00
Tofu Linden
12d6214f0f
trivial comment typo fix.
2010-03-07 10:09:06 +00:00
Tofu Linden
a6c5980978
Remove an extraneous normalize() from the water fragment shader - the last thing we did to this vector was normalize it anyway.
2010-03-07 09:41:47 +00:00
Tofu Linden
181b0a4ede
Remove the class2/class3 water shaders, which aren't materially different from class1 except for some minor const tweaks (I've migrated class3's tweaks into class1 on the assumption that this was what davep sees all the time)
2010-03-07 09:40:11 +00:00
Dave Parks
c6a2960a2d
COMMENTS!
2010-03-05 14:33:14 -06:00
Dave Parks
aa07c77819
Fix for avatar eyes not showing up when deferred rendering enabled.
2010-03-05 10:50:29 -06:00
Dave Parks
f2e6f26e20
Fix for sun specular highlights showing up in shadow when diffuse ambiance greater than 0.
2010-03-05 10:49:52 -06:00
Dave Parks
60dde53d72
Remove some fast timers that were being futzy.
2010-03-05 10:49:05 -06:00
Dave Parks
16ce2652e4
Tweak LLDynamicArrayIndexed to not abuse its std::vector.
2010-03-05 10:48:25 -06:00
Dave Parks
4ffac61994
Optimiziation pass.
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Added RenderUseStreamVBO to enable/disable usage of VBO's for streaming buffers.
Faster traversal of LLCullResult members.
Removal of llpushcallstacks from inner loops.
Sprinkling in fast timers.
2010-03-04 15:30:15 -06:00
Palmer Truelson
4b58bc323d
Turn of FBOs on x1600 on mac
2010-02-25 16:02:23 -08:00
Tofu Linden
6fb93cdfbf
raise RenderDeferredSSAOMaxScale from 60 to 200. This is fine.
2010-02-20 17:50:18 +00:00
Tofu Linden
45529e8cad
EXT-5553 improve alpha mask ('fast alpha') heuristic
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rev'd by davep
2010-02-19 09:45:30 +00:00
Tofu Linden
84ffc72c01
Probably the real fix for isLightSpotlight() - PARAMS_LIGHT_IMAGE isn't guaranteed, duh.
2010-02-02 22:45:30 +00:00
Tofu Linden
bc9096bea2
Trying to resolve a strange crash in LLUUID::isNull()... by avoiding it for now.
2010-02-02 22:38:39 +00:00
Tofu Linden
a23a7131cd
const fix.
2010-02-01 17:50:55 +00:00
Tofu Linden
956074541f
start to abstract-out the 'is a spotlight' question so one day we can perhaps make the UI hurt less.
2010-02-01 17:29:08 +00:00
Tofu Linden
c8e4997395
fix a variety of shader errors, mostly due to my confusing glsl with C++... again
2010-01-29 01:45:13 -08:00
Tofu Linden
fcfcb1860d
duh, use the proper param name.
2010-01-29 00:57:28 -08:00
Tofu Linden
b734d11f8c
Don't scale windlight lights up just to scale them down again later. avoid this with rearrangement.
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not tested.
2010-01-29 00:31:39 -08:00
Tofu Linden
a831136347
spot-aware light func usage in ALL shaders.
2010-01-29 00:22:13 -08:00
Tofu Linden
7e7331c0e5
cheap no-branch goodness for rendering both spotlights and pointlights with the same shader code.
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kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
2010-01-28 23:58:50 -08:00
Tofu Linden
5a1cf512e9
cheaper, cuter way to deal with spot vs point in the shader
2010-01-28 21:49:31 -08:00
Tofu Linden
1bf2a13835
getting closer to point/spot interchangability
2010-01-28 21:48:22 -08:00
Tofu Linden
ae75d7b9dc
cheaply resurrect the difference between spotlight and omnidirectional, as far as the shader is concerned.
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not complete.
2010-01-28 18:50:10 -08:00
Tofu Linden
4c8266e0a2
fix the shader dp light going negative!
2010-01-28 18:36:04 -08:00
Tofu Linden
941026459d
woo, dumb GL lights now match up to our dumb shader model pretty well.
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next: shader model needs to grok point vs directional, shader model needs to resurrect ambient which I seem to have broken
2010-01-28 18:21:33 -08:00
Tofu Linden
b7aa0ce244
enable basic directional lighting for basic/atmospheric shaders - yay.
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next, needs the non-shader GL lighting model to be equally dumb (it's too smart - kill the spot angle.
2010-01-28 18:01:12 -08:00
Tofu Linden
ec2eae01fa
first dribble of directional lights for shaderless path.
2010-01-28 16:20:06 -08:00
Dave Parks
176a8d9030
Cleaned up visible edges of projector frustum in diffuse/specular/ambient lighting from projectors.
2010-01-08 13:31:04 -06:00
Dave Parks
ba2a45ecae
CTS-54 Fix for SSAO artifacts far away.
2010-01-04 11:50:04 -06:00
Dave Parks
130b6fb7b5
Timers to track time spent waiting on message system.
2009-12-18 13:21:55 -06:00