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Commit Date  
[r12924] by diredm
2010-10-04 01:28:28 Tree
[r12923] by hellcatv

added art repository for craig and chris' new vega strike artwork

2010-09-30 07:35:51 Tree
[r12922] by ace123

Fix some type cast errors, don't change NB types to UInt32.

2010-09-26 00:16:38 Tree
[r12921] by ace123

vegaserver is able to load factions again.

2010-09-25 05:10:17 Tree
[r12920] by klaussfreire

Tons of shader improvements:
* onboard shader versions
Pushing more computations per-vertex is a better fit for onboard GPUs, with very limited pixel shading power.
The artifacts that result from per-vertex nonlinear computations is something we'll have to work out or put up with.
Onboard variants also avoid multipass algorithms like the plague, using only the absolute minimum passes. Usually this means
multipass lighting is off the table, and planet shaders can only handle one light.
TODO: planet shaders could handle more lights *diffusely* though, but shadows and other phenomena would have issues.
* more consistent looks across shader settings
Increasing/Decreasing shader settings now maintains a consistent look, adjusting only precision in several aspects:
- disabling less influential phenomena (like pass-thru rayleigh scattering, parallax, etc), replacing them
with similarly-looking rough and quick approximations (before it wasn't even approximated, just removed)
- pushing nonlinear but screen-coherent low-frequency computations to the vertex shader, retaining the phenomena
but trading performance for artifacts
- reducing sampling frequency when multisampling
- reducing or removing use of anisotropic filtering
* hidden penumbra shadow artifacts

2010-09-22 23:27:46 Tree
[r12919] by klaussfreire

Haiku cmake building patch by Michael Oliveira

2010-09-21 15:24:32 Tree
[r12918] by klaussfreire

Bug 3071996: Hopefully, fixed (untested)
ffmpeg 0.6 needs __STDC_CONSTANT_MACROS defined

2010-09-20 18:05:40 Tree
[r12917] by klaussfreire

Shenle's MSVC compatibility patch applied (with minor tweaks)

2010-09-17 22:29:19 Tree
[r12916] by klaussfreire

Minor optimization: avoid unnecessary data copying
Minor precision fix: avoid double rounding errors

2010-09-16 04:55:31 Tree
[r12915] by klaussfreire

Mesh post-processing optimization (for wee faster loading)

2010-09-16 01:54:38 Tree
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