Commit graph

23 commits

Author SHA1 Message Date
wraitii
e2f4379e9a Fix an issue with corruption of water data when the actor editor opened in Atlas.
Potential marginal optimizations to the water data creation code.

This was SVN commit r14784.
2014-02-25 06:27:15 +00:00
wraitii
15ec863aec Substantial speed-up of the foam generation code.
Remove waves for now as they were unsatisfactory.
Removes "shininess" as a water parameter as it was basically useless.
Add a button in Atlas to recompute water parameters so you can now see
fog in Atlas.

Fixes #1743, #1803 (invalid)
Refs #1875, #2114, #48.

This was SVN commit r14514.
2014-01-05 16:15:20 +00:00
wraitii
a4707bcc16 Change the water manager so incremental updates to the water information is possible. Streamline a few things (and removes a not-really-used calculation to speed things up further). Fixes #2063 , refs #1743.
This was SVN commit r13698.
2013-08-18 09:27:11 +00:00
wraitii
4233acfa36 Slight clean up of the water code. Uses vertex data instead of a texture for foam. Should be faster to generate and render. Still no Atlas support.
This was SVN commit r13374.
2013-04-27 12:20:42 +00:00
historic_bruno
a4a060cd86 Fixes build warning and cleans up a few things
This was SVN commit r12895.
2012-11-26 02:28:35 +00:00
wraitii
76676b1e38 Fix a non-fatal GL error, fix me forgetting to commit a file, remove the "3D" waviness setting as it was mostly redundant with HQ.
This was SVN commit r12822.
2012-11-05 12:14:04 +00:00
wraitii
ed7c66eb82 Updates the water settings: features can now be enabled individually for more modularity. Fixes a few bugs. Allows it to be run at an acceptable speed in Atlas.
This was SVN commit r12817.
2012-11-04 15:54:36 +00:00
wraitii
fb035d08e3 fixes #1572 and fixes #932
Changes the water rendering in game to support higher quality effects
and to look nicer.

This was SVN commit r12802.
2012-10-31 18:42:17 +00:00
Ykkrosh
67a94572ec # Add new texture loading system with automatic compression.
Replace almost all texture uses with calls to the new system.
Add some anistropic filtering to terrain textures.
Let Atlas load terrain texture previews partly-asynchronously by
polling.
Fix inefficient texture colour determination for minimap.
Remove unused global g_TerrainModified.
Change GUI texcoord computation to be less efficient but to cope with
dynamic texture changes.
Fix GUI renderer effects leaving bogus colour state.

This was SVN commit r8099.
2010-09-10 21:02:10 +00:00
Ykkrosh
58e79bfdbe Force fancywater off if fragment shader extensions are not supported. See #270
This was SVN commit r7385.
2010-03-21 14:18:15 +00:00
Ykkrosh
1743645fd3 Simplify the overly-complex CppDoc-breaking file headers
This was SVN commit r6832.
2009-04-18 17:51:05 +00:00
Ykkrosh
c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00
janwas
c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00
janwas
b755ddefda remove all author/modified by tags.
make include guards consistent.

This was SVN commit r5040.
2007-05-07 16:33:24 +00:00
Matei
df1a779d76 # Updates to water rendering (more effects).
This was SVN commit r4318.
2006-09-10 05:31:41 +00:00
janwas
3195893d1c # MacOS X compat (part 1)
- u_anim_name disambiguation
- fix implementation of finite (use our fpclassify instead of compiler's
routine)
- ä -> ae
- workaround for MAP_ANONYMOUS
- fix GLint in ogl.cpp
- add include for SIZE_MAX in string_s
- avoid PIC clobbered error and speed up rdtsc a bit
- add include for stat

This was SVN commit r4170.
2006-07-26 14:04:52 +00:00
Matei
2b0e5d0b42 # Added parameters to control water murkiness.
This was SVN commit r4013.
2006-06-22 21:11:18 +00:00
Ykkrosh
039f26f0c3 Fixed editor brokenness.
# More useful environment (water, lighting) editing
(now saved into the map files).
Fixed no-PCH a bit.

This was SVN commit r4002.
2006-06-11 07:03:59 +00:00
Matei
67ede785d5 Updates to water and a fix for a rendering bug with bar textures
This was SVN commit r3902.
2006-05-28 21:58:56 +00:00
Matei
106f59c5c7 # Added fancy water.
This was SVN commit r3897.
2006-05-28 02:13:32 +00:00
Matei
f0615df318 # Initial work on fancy water.
Also, horizon height (skybox vertical offset) can now be set from the
console with renderer.horizonHeight.

This was SVN commit r3893.
2006-05-25 05:46:17 +00:00
Ykkrosh
ed38414b41 Texture converter, DevIL: ABGR DDS support.
Textures: converted ARGB to ABGR.
Misc: warning fixes, etc.

This was SVN commit r3631.
2006-03-14 21:29:19 +00:00
prefect
b889826a3d Some Linux compile fixes over the place.
Create TerrainRenderer, ShadowMap and WaterManager classes to divide
CRenderer's functions into more logical units.

This was SVN commit r3332.
2006-01-07 01:04:26 +00:00