Commit Graph
45 Commits
Author SHA1 Message Date
Swifty c620372357 Soft shadows, deferred lighting, and various major graphics optimizations. 2015-05-02 14:35:37 -07:00
The_E 25d5cf17f0 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
2013-11-10 18:28:58 +10:00
Goober5000 dc66db326a fix compilation 2012-12-11 03:53:53 +00:00
Valathil ec32829615 Fix for Mantis 184: Use Vertex shader to replicate nohtl rendering of thruster cones. Also make shader state handling a bit less hackish. 2012-12-09 21:51:20 +00:00
Goober5000 22dc84b6e1 MSVC6 compatibility 2012-09-30 21:08:05 +00:00
Valathil ac5c8dc798 Only use offsets for thruster distortions. Fixes weird framebuffer explosions. 2012-09-11 12:50:43 +00:00
Swifty eeeeb2ce96 Base support for desaturated model rendering. 2012-09-10 04:51:11 +00:00
The_E 9a54bd0cc4 New game_settings.tbl setting: "$Enable External Shaders:", which allows the use of, you may have guessed it, external shaders. Default is off. 2012-08-03 20:31:57 +00:00
The_E 3b1a94b751 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. 2012-07-28 20:53:57 +00:00
Goober5000 7ef1c9f99a MSVC6 compatibility 2012-06-17 05:43:28 +00:00
Echelon9 e5ef4467da GCC warning: missing initialiser for member ‘opengl_shader_file_t::attributes’ 2012-06-13 14:26:30 +00:00
The_E be86dc5254 Introduces "-misc" maps, which can be used to pass information to shaders using the sMiscmap sampler and FLAG_MISC_MAP shader define. 2012-05-12 21:08:15 +00:00
The_E ae084d47e0 Do shader compilation during modelload, in order to avoid having to compile shaders during gameplay as much as possible 2012-04-09 12:43:20 +00:00
The_E c2d19384f5 Fixes LLVM and Doxygen errors 2012-04-02 15:01:31 +00:00
The_E 95f56d3af7 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 2012-04-02 10:20:31 +00:00
Valathil 5fcc1c513e Add a random offset to the thruster distortion to make thruster clusters look better. 2012-02-03 15:27:24 +00:00
The_E 1c1ad1214d Given how often the particle shaders are called, moving them up to the beginning of the shaders array makes sense. 2012-02-03 10:27:33 +00:00
Valathil 80c44ab1f0 Fix "Unable to get shader uniform location" warning for distortion shaders 2012-01-14 19:03:55 +00:00
Echelon9 e98f25198c Adjust alignment when shader debug logs are written. 2011-12-23 00:15:46 +00:00
Echelon9 9f711bf53e Documentation: General code cleanup for 64bit 2011-11-05 08:12:04 +00:00
Echelon9 8543045b15 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 2011-10-17 13:07:24 +00:00
Echelon9 6d4f266e52 Use SCP_* types to access STL types wherever possible. This allows more complete memory monitoring 2011-10-03 09:06:56 +00:00
Valathil 4c4258eb6d Reordered shaders for performance reasons 2011-09-17 20:55:03 +00:00
Valathil da6727d9d1 Let's try this again. Adding Framebuffer distortion thrusters and explosions. 2011-08-22 17:57:01 +00:00
Zacam 583f5c976f Revert 7498: You should also test without optional command lines present, yellow disco screens of death in-mission are bad. 2011-08-21 04:04:45 +00:00
Valathil 89da5f6fdc Added thruster heat distortions and explosion framebuffer effects 2011-08-20 23:31:07 +00:00
Swifty fe605149c4 Soft sphere sprite rendering for particles, explosions, shockwaves, and thrusters. 2011-08-20 22:14:52 +00:00
The_E ebf412d9f4 From Valathil: Allow shader effects to be less wrong if the Post-processing framebuffer is not active 2011-07-31 20:37:42 +00:00
The_E 2dc34f3e1f This is the correct version now. 2011-07-30 22:39:49 +00:00
The_E 7f219cad2c Reverting due to bugs 2011-07-30 22:32:09 +00:00
The_E 32c5491d83 Adding support for the new cloaking effect. 2011-07-30 21:13:02 +00:00
The_E 8fb2085a9d Adding the realtime ship/weapon select effects by Valathil. 2011-07-26 22:02:12 +00:00
Zacam 0801b6861f Back port from AP: removes a couple of Unreachable NULL returns 2011-06-07 02:30:00 +00:00
The_E 784da1e0d0 Adding the FSU main shaders, FSU post-processing.tbl, as well as the post-processing and FXAA shaders to def_files. 2011-05-21 17:07:41 +00:00
Zacam 75043ff5b1 go_faster from Antipodes 6. Everybody, say "Thank you, taylor!" 2010-10-18 18:32:37 +00:00
taylor f72d0a4cd5 bah! remove debug code that slipped in with safety fixes 2010-05-29 10:55:33 +00:00
taylor d36f675f50 no comment. (nothing nice to say) 2010-03-10 10:05:42 +00:00
Echelon9 86b9f2f1f8 Hopefully last step to resolve OS X issues from Hery 2009-12-21 20:03:54 +00:00
Echelon9 8822a79e42 Commit of Hery's update to the new shader code to address GCC/Xcode compilation issues 2009-12-19 18:39:32 +00:00
portej05 cf3a4975da Antipodes #4 - Post Processing from Hery 2009-12-14 13:57:33 +00:00
Goober5000 2a1b807bdb fix compilation problems 2009-09-20 00:39:42 +00:00
portej05 5294e3e1ee Hery's shader unification patch (from Antipodes #2) 2009-08-28 13:16:53 +00:00
portej05 6a8d45c93d 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.
2009-07-11 07:07:57 +00:00
portej05 719825f80d 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.
2009-06-20 08:08:20 +00:00
taylor 9231692e48 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
2008-07-16 02:49:19 +00:00