Commit Graph

148 Commits

Author SHA1 Message Date
Tobias Dahl 7fa634ef7c Revert "Shadow will actually shut itself off and delete itself now" 2016-03-13 21:35:57 +01:00
FakeShemp 9b5e4c10fd Shadow will actually shut itself off and delete itself now 2016-03-13 16:19:17 +01:00
Jace 068e151741 Merge pull request #173 from teamfisk/ExplosionEffectV2
Explosion effect v2
2016-03-12 15:25:12 +01:00
Tleety 7e6288c597 Some merge fixes and some sprite fixes. 2016-03-10 15:36:33 +01:00
Tleety 4322a5d8da Some fixes for sprites 2016-03-10 15:21:11 +01:00
Tleety 329a15e08b Bloom bad edge clamp fixed 2016-03-10 13:42:33 +01:00
FakeShemp 6c072aae45 Merge remote-tracking branch 'origin/master' into ExplosionEffectV2
# Conflicts:
#	resources/Schema/Components/ExplosionEffect.xml
#	resources/Shaders/ExplosionEffect.geom.glsl
#	src/Game/Systems/ExplosionEffectSystem.cpp
2016-03-10 11:49:51 +01:00
Tleety 592edf7dba Sprites can now be rendered with the texture ratio in mind 2016-03-09 23:31:54 +01:00
Tleety 087facc22e Textures are now able to keep their scale even though the sprite is scaled. 2016-03-09 22:22:32 +01:00
Tleety f9935cad42 Merge branch 'master' into Menu 2016-03-09 21:07:40 +01:00
FakeShemp e25c9ee690 Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts:
#	include/Engine/Rendering/DrawFinalPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Shaders/ForwardPlus.vert.glsl
#	resources/Shaders/ForwardPlusSkinned.vert.glsl
#	src/Engine/Rendering/Renderer.cpp
2016-03-09 19:38:55 +01:00
Tleety 90b2c70215 Some sprite fixes 2016-03-09 19:12:06 +01:00
Teejoon 974d9101bd Merge remote-tracking branch 'origin/master' into RendererBugFixes
Conflicts:
	assets
2016-03-09 17:50:42 +01:00
Tleety 1104166039 TextureSprite Resource that use GL_NEAREST for sampling aswell as some StartMenu changes 2016-03-09 17:24:21 +01:00
Teejoon fad93ca5aa Merge remote-tracking branch 'origin/master' into RendererBugFixes
Conflicts:
	include/Engine/Rendering/DrawFinalPass.h
2016-03-09 16:54:26 +01:00
Teejoon 91cad561a4 Some more optimization and fixed sorting of render job objects in RenderSystem 2016-03-09 16:51:24 +01:00
Teejoon 155d700a44 WIP 2016-03-08 16:19:56 +01:00
Tleety 01f29b6d4e Blur behind buttons/sprites should now be working as intended. 2016-03-08 11:14:09 +01:00
Tleety 6b7f598c4d WIP 2016-03-07 23:35:58 +01:00
Tleety 5c0d9070c7 WIP 2016-03-07 23:25:06 +01:00
FakeShemp e494f6a495 Merge branch 'master' into Shadows 2016-03-07 19:46:04 +01:00
FakeShemp 2049d630e9 Revert "Revert "Shadows""
This reverts commit 73b8bff1f3.
2016-03-07 19:45:46 +01:00
Teejoon fd994ca93d Deleting texture thats getting rended too. 2016-03-07 17:52:47 +01:00
FakeShemp ee99821164 Add reverse and scalar for ColorByDistance 2016-03-07 15:45:06 +01:00
Teejoon b38ebbe676 Shadows now working on NVIDIA cards too 2016-03-07 14:00:08 +01:00
FakeShemp 243276707a Merge remote-tracking branch 'origin/master' into ExplosionEffectV2 2016-03-07 13:52:29 +01:00
viktorljung 1616fb20d1 Skinned meshes now in T-Pose when not it's blendtree is null 2016-03-04 02:03:50 +01:00
FakeShemp 7ea26d10ee Rewritten. Works as a charm now. 2016-03-03 03:28:21 +01:00
FakeShemp 28e9ba1208 Merge branch 'master' into Shadows
# Conflicts:
#	include/Engine/Rendering/DrawFinalPass.h
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/FrameBuffer.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-03-03 03:00:05 +01:00
viktorljung 8422742a9e Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	src/Engine/Rendering/DrawFinalPass.cpp
2016-03-02 13:50:08 +01:00
Teejoon de9657700b Fixed draw final pass with shided objects having to many if-statments.
Shields is working with transparancy

Player cameras should have nearclip fater away and far clip nearer.

Defaultconfig push
2016-03-02 11:59:48 +01:00
FakeShemp 5a6374f013 Fix the remainder of errors. Might have borked splatmap in the process. 2016-03-02 10:57:22 +01:00
FakeShemp 0cf92e99ff wip 2016-03-02 10:17:49 +01:00
Teejoon ef66f3ebe5 Transparancy with shild fix 2016-03-01 23:14:23 +01:00
FakeShemp e23ea78aeb Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts:
#	resources/Shaders/ForwardPlus.frag.glsl
2016-03-01 13:04:11 +01:00
Teejoon 724d7b1586 Merge remote-tracking branch 'origin/master' into RenderSetingsV2
Conflicts:
	src/Engine/Rendering/DrawFinalPass.cpp
2016-03-01 12:56:00 +01:00
Teejoon 8cda614de4 Added transparent object that disappeared from the merge 2016-03-01 12:54:01 +01:00
Teejoon 77eaa45702 Merge remote-tracking branch 'origin/master' into HEAD
Conflicts:
	src/Engine/Rendering/CubeMapPass.cpp
	src/Engine/Rendering/DrawFinalPass.cpp
2016-03-01 12:11:27 +01:00
Tleety 21bf7f4df3 Glow should now legit be working through transparency. 2016-03-01 11:03:16 +01:00
FakeShemp 2ed5fad699 The shadows are working 2016-02-29 19:17:16 +01:00
FakeShemp 20468cba1b Merge branch 'master' into Shadows
# Conflicts:
#	assets
#	include/Engine/Rendering/DrawFinalPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Shaders/ForwardPlus.frag.glsl
#	resources/Shaders/ForwardPlus.vert.glsl
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/FrameBuffer.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-02-29 18:03:00 +01:00
Teejoon df7ace6626 We only uses one depth buffer now 2016-02-29 11:44:29 +01:00
Teejoon 9cbc6f7755 Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions 2016-02-28 16:16:22 +01:00
FakeShemp 14b0a64720 begin fixing transparent object's shadows 2016-02-27 18:42:51 +01:00
FakeShemp ecab5de056 Various shadow calculation methods implemented and ready for use. 2016-02-27 16:35:15 +01:00
Teejoon b320d8d1e4 WIP 2016-02-26 18:01:38 +01:00
FakeShemp 22c391df54 Initial work on texture arrays 2016-02-26 17:40:35 +01:00
Teejoon f56705d921 You can now change the quality of SSAO by sliding the SSAO Quality 2016-02-26 11:51:20 +01:00
FakeShemp f220d8088c Begin clean-up 2016-02-26 10:53:16 +01:00
viktorljung 5c3b472a4d Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	include/Engine/Rendering/ModelJob.h
#	resources/Schema/Components.xsd
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Engine/Rendering/Skeleton.cpp
2016-02-26 10:21:22 +01:00