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Commit Graph

123 Commits

Author SHA1 Message Date
cb2d467665 Fix smooth lighting (ambient occlusion)
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-22 21:58:00 +10:00
d406ac994b Optimise functions from CNodeDefManager and VoxelManipulator
CNodeDefManager::get()
VoxelManipulator::addArea()
2014-11-21 14:56:45 +10:00
ea404979e1 Optimise getTileInfo()
getTileInfo() ~1.5x faster
getSmoothLight ~2.0x faster
2014-11-21 14:56:45 +10:00
9b551d5cbc Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item.
  Instead use a single one per image resolution.

- For cubic nodes reuse a single wield mesh too

- Improve lighting of the wielded item

- Increase far value of wield mesh scene camera, fixes #1770

- Also includes some minor refactorings of Camera and GenericCAO.
2014-11-08 23:11:57 +01:00
076c5ee223 Various uninitialised variable fixes
sky.cpp: m_bgcolor.getAlpha() was being used before initialised

mesh related: m_highlight_mesh_color was being used uninitialised
2014-10-19 15:33:08 +02:00
0066bd77d2 Add meshnode drawtype. 2014-10-18 16:42:23 +02:00
58e6d25e03 Node highlighting. 2014-09-17 22:06:13 +02:00
d9df592da8 Pass light sources in blue channel of vertex color instead of decoded light for all special drawtypes.
Plus some style fixes and optimizations.
2014-08-21 23:28:01 +02:00
bf91d623c8 Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders. 2014-08-16 14:48:52 +02:00
5e54bf1472 Make faces shading correct for all possible modes.
Skip shading for lightsources and top of the nodes.
Fixes liquid sources and flowing surfaces having different brightness.
2014-08-14 06:43:47 +02:00
f0db6c4423 Speedup mapblock_mesh 2014-07-17 22:28:14 +02:00
c9ba92c4ad Faces shading fixes 2014-07-07 18:06:20 +02:00
9b44bbd0a6 Fix non-smooth non-shader node shading (Fixes #1436, regression by commit a0f78659f3) 2014-07-06 22:01:03 +03:00
bfaba2c12a Fix regression in light calculation 2014-06-30 22:56:08 +02:00
d5de0cbf71 Minor fix in check order 2014-06-23 00:13:41 +02:00
496cb115b1 Speedup getTileInfo by up to 30% 2014-06-23 00:13:41 +02:00
a0f78659f3 Improved faces shading with and without shaders. 2014-06-17 00:56:17 +02:00
6c98fd6658 Unite nodes shaders.
Pass drawtype and material type to shaders.
Move shaders generation to startup only.
Allow assign shaders per tile.
Initial code to support water surface shader.
2014-06-15 05:40:33 +02:00
9ec281c712 Fixed wrong node texture rotation for facedirs 5 and 7 2014-04-23 12:11:56 +02:00
556bdc260a Pass pointer to nodedef directly to avoid recalculation in quite often called function 2014-04-06 10:32:57 +02:00
0dc1aec509 Normal maps generation on the fly.
Parallax mapping with slope information.
Overriding normal maps.
2014-03-21 01:32:00 +01:00
062de11b4c Fix rendering glitches when far from the center of the map 2014-03-04 20:12:10 +01:00
dae03382bf Optimize shaders code. Add settings at compile time. 2013-12-09 13:28:50 +01:00
2330267d22 Shaders rework. 2013-12-03 18:55:25 +01:00
a92fc3563c Prevent shaders from being created when disabled 2013-11-17 02:46:05 -05:00
af490330e7 Fix remnants of s32 enable_shaders 2013-09-04 00:16:33 +02:00
56b9377c1c Dont crash if facedir > 23 2013-08-10 16:26:02 +02:00
96c34d369e Fix crack overlay for animated textures 2013-08-05 01:52:09 +02:00
0850d3fcf8 Fix light issue in 6d facedir. 2013-07-21 14:06:18 +02:00
fc6725f14e Clean up bumpmap code a bit 2013-07-12 00:11:46 -04:00
88d43af276 Fix many formspec menu bugs 2013-07-07 19:49:52 -04:00
3f6f327cb9 Add texture bumpmapping feature. 2013-07-04 02:36:32 +02:00
8161ab573f Remove texture atlas / AtlasPointer, rename getTextureRaw to getTexture 2013-07-02 03:03:10 +02:00
816ffa99ba Remove useless recalculation of bounding box (mapblock_mesh) 2013-06-18 01:11:46 +02:00
0413f8ad9d Removed a redundant step which degraded performance 2013-06-15 21:41:30 +04:00
9a559eb8cf Remove 'Meshbuffer ran out of indices' limitation 2013-05-06 19:06:18 +02:00
770305e28d Add option to use texture alpha channel 2013-04-23 22:15:51 -04:00
6f8d40ef5d 6d facedir 2013-03-23 21:31:05 +01:00
6a1670dbc3 Migrate to STL containers/algorithms. 2013-03-11 19:08:39 -04:00
6d0ea26c2d Update Copyright Years 2013-02-24 20:15:24 +01:00
497ff1ecd6 Change Minetest-c55 to Minetest 2013-02-24 18:49:03 +01:00
07632b7d69 Try to add a bit of topside brightness when not using shaders 2012-12-02 23:48:11 +02:00
cd1f604ffe Handle day-night transition in shader and make light sources brighter when shaders are used 2012-12-02 14:24:58 +02:00
3e07c5bf82 Fix tile MaterialType to make sense and make lava surface be shader'd lower like water 2012-12-02 02:59:15 +02:00
27373919f4 Implement a global shader parameter passing system and useful shaders 2012-12-02 00:46:18 +02:00
22e6fb7056 ShaderSource and silly example shaders 2012-12-02 00:46:18 +02:00
5c26972cdd Fix mesh glitches on MapBlock boundaries 2012-11-27 19:00:09 +02:00
1788709e2d Rotate facedir-rotated top and bottom textures too, and re-implement nodebox side rotation 2012-07-21 20:23:32 +03:00
d0ea6f9920 Properly and efficiently use split utility headers 2012-06-17 02:40:36 +03:00
6b598f61a6 Add desynchronize_mapblock_texture_animation setting and improve minetest.conf.example a bit 2012-06-16 22:37:20 +03:00