Swifty
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c620372357
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Soft shadows, deferred lighting, and various major graphics optimizations.
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2015-05-02 14:35:37 -07:00 |
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The_E
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25d5cf17f0
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Small performance improvement: Only call opengl_shader_t::uniforms::end() once, not every iteration.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10029 387891d4-d844-0410-90c0-e4c51a9137d3
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2013-11-10 18:28:58 +10:00 |
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Goober5000
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dc66db326a
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fix compilation
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2012-12-11 03:53:53 +00:00 |
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Valathil
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ec32829615
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Fix for Mantis 184: Use Vertex shader to replicate nohtl rendering of thruster cones. Also make shader state handling a bit less hackish.
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2012-12-09 21:51:20 +00:00 |
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Goober5000
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22dc84b6e1
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MSVC6 compatibility
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2012-09-30 21:08:05 +00:00 |
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Valathil
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ac5c8dc798
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Only use offsets for thruster distortions. Fixes weird framebuffer explosions.
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2012-09-11 12:50:43 +00:00 |
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Swifty
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eeeeb2ce96
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Base support for desaturated model rendering.
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2012-09-10 04:51:11 +00:00 |
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The_E
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9a54bd0cc4
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New game_settings.tbl setting: "$Enable External Shaders:", which allows the use of, you may have guessed it, external shaders. Default is off.
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2012-08-03 20:31:57 +00:00 |
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The_E
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3b1a94b751
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After a long time being tested in TAP, Team Colors are now stable. Please refer to http://www.hard-light.net/forums/index.php?topic=79743.0 for details.
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2012-07-28 20:53:57 +00:00 |
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Goober5000
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7ef1c9f99a
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MSVC6 compatibility
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2012-06-17 05:43:28 +00:00 |
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Echelon9
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e5ef4467da
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GCC warning: missing initialiser for member ‘opengl_shader_file_t::attributes’
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2012-06-13 14:26:30 +00:00 |
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The_E
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be86dc5254
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Introduces "-misc" maps, which can be used to pass information to shaders using the sMiscmap sampler and FLAG_MISC_MAP shader define.
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2012-05-12 21:08:15 +00:00 |
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The_E
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ae084d47e0
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Do shader compilation during modelload, in order to avoid having to compile shaders during gameplay as much as possible
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2012-04-09 12:43:20 +00:00 |
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The_E
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c2d19384f5
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Fixes LLVM and Doxygen errors
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2012-04-02 15:01:31 +00:00 |
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The_E
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95f56d3af7
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New shader initialization code. This removes the big, ugly GL_Shader_file[] array, and changes shader compilation behaviour to only compile shaders on demand, not on program startup
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2012-04-02 10:20:31 +00:00 |
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Valathil
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5fcc1c513e
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Add a random offset to the thruster distortion to make thruster clusters look better.
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2012-02-03 15:27:24 +00:00 |
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The_E
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1c1ad1214d
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Given how often the particle shaders are called, moving them up to the beginning of the shaders array makes sense.
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2012-02-03 10:27:33 +00:00 |
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Valathil
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80c44ab1f0
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Fix "Unable to get shader uniform location" warning for distortion shaders
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2012-01-14 19:03:55 +00:00 |
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Echelon9
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e98f25198c
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Adjust alignment when shader debug logs are written.
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2011-12-23 00:15:46 +00:00 |
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Echelon9
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9f711bf53e
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Documentation: General code cleanup for 64bit
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2011-11-05 08:12:04 +00:00 |
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Echelon9
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8543045b15
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STL types again. Some of these are just inefficient, like reserving one extra slot for each additional element, and then pushing that element onto the STL type
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2011-10-17 13:07:24 +00:00 |
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Echelon9
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6d4f266e52
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Use SCP_* types to access STL types wherever possible. This allows more complete memory monitoring
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2011-10-03 09:06:56 +00:00 |
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Valathil
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4c4258eb6d
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Reordered shaders for performance reasons
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2011-09-17 20:55:03 +00:00 |
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Valathil
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da6727d9d1
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Let's try this again. Adding Framebuffer distortion thrusters and explosions.
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2011-08-22 17:57:01 +00:00 |
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Zacam
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583f5c976f
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Revert 7498: You should also test without optional command lines present, yellow disco screens of death in-mission are bad.
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2011-08-21 04:04:45 +00:00 |
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Valathil
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89da5f6fdc
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Added thruster heat distortions and explosion framebuffer effects
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2011-08-20 23:31:07 +00:00 |
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Swifty
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fe605149c4
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Soft sphere sprite rendering for particles, explosions, shockwaves, and thrusters.
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2011-08-20 22:14:52 +00:00 |
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The_E
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ebf412d9f4
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From Valathil: Allow shader effects to be less wrong if the Post-processing framebuffer is not active
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2011-07-31 20:37:42 +00:00 |
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The_E
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2dc34f3e1f
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This is the correct version now.
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2011-07-30 22:39:49 +00:00 |
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The_E
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7f219cad2c
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Reverting due to bugs
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2011-07-30 22:32:09 +00:00 |
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The_E
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32c5491d83
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Adding support for the new cloaking effect.
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2011-07-30 21:13:02 +00:00 |
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The_E
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8fb2085a9d
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Adding the realtime ship/weapon select effects by Valathil.
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2011-07-26 22:02:12 +00:00 |
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Zacam
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0801b6861f
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Back port from AP: removes a couple of Unreachable NULL returns
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2011-06-07 02:30:00 +00:00 |
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The_E
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784da1e0d0
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Adding the FSU main shaders, FSU post-processing.tbl, as well as the post-processing and FXAA shaders to def_files.
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2011-05-21 17:07:41 +00:00 |
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Zacam
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75043ff5b1
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go_faster from Antipodes 6. Everybody, say "Thank you, taylor!"
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2010-10-18 18:32:37 +00:00 |
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taylor
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f72d0a4cd5
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bah! remove debug code that slipped in with safety fixes
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2010-05-29 10:55:33 +00:00 |
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taylor
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d36f675f50
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no comment. (nothing nice to say)
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2010-03-10 10:05:42 +00:00 |
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Echelon9
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86b9f2f1f8
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Hopefully last step to resolve OS X issues from Hery
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2009-12-21 20:03:54 +00:00 |
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Echelon9
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8822a79e42
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Commit of Hery's update to the new shader code to address GCC/Xcode compilation issues
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2009-12-19 18:39:32 +00:00 |
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portej05
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cf3a4975da
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Antipodes #4 - Post Processing from Hery
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2009-12-14 13:57:33 +00:00 |
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Goober5000
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2a1b807bdb
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fix compilation problems
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2009-09-20 00:39:42 +00:00 |
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portej05
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5294e3e1ee
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Hery's shader unification patch (from Antipodes #2)
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2009-08-28 13:16:53 +00:00 |
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portej05
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6a8d45c93d
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Replace most instances of std::vector with SCP_vector. Memory is now all run through vm_malloc and vm_free.
Watch it go up AND down in mission.
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2009-07-11 07:07:57 +00:00 |
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portej05
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719825f80d
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The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
I've tested this through compiling and through hand checking.
Normalises line endings in ALL files to \n.
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2009-06-20 08:08:20 +00:00 |
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taylor
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9231692e48
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basic commit of a few Xt tree changes
- updated OpenGL code (basic shader support, etc.)
- new ships lab code
- scripting RTT fixes
- don't let FRED hog CPU time
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2008-07-16 02:49:19 +00:00 |
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