Craig Robbins
1995bfbbcc
Increase performance of getLight() by at least 2x
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Leads to the following increases:
getSmoothLight() approx. 40% increase
getTileInfo() approx. 25% increase
MapBlockMesh::MapBlockMesh() 25-30%
2014-12-10 00:52:02 +10:00
RealBadAngel
0e340a5753
Restore finalColorBlend implementation in shaders.
2014-12-07 11:05:00 +01:00
Craig Robbins
26b19607d9
Fix smooth lighting (ambient occlusion)
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-22 21:58:00 +10:00
Craig Robbins
47d1207aa8
Optimise functions from CNodeDefManager and VoxelManipulator
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CNodeDefManager::get()
VoxelManipulator::addArea()
2014-11-21 14:56:45 +10:00
Craig Robbins
680a729b90
Optimise getTileInfo()
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getTileInfo() ~1.5x faster
getSmoothLight ~2.0x faster
2014-11-21 14:56:45 +10:00
Kahrl
c33891174d
Implement WieldMeshSceneNode which improves wield mesh rendering
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- 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
Craig Robbins
df5491d040
Various uninitialised variable fixes
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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
RealBadAngel
1c09928344
Add meshnode drawtype.
2014-10-18 16:42:23 +02:00
RealBadAngel
61b86590fc
Node highlighting.
2014-09-17 22:06:13 +02:00
RealBadAngel
2b4ddb217a
Pass light sources in blue channel of vertex color instead of decoded light for all special drawtypes.
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Plus some style fixes and optimizations.
2014-08-21 23:28:01 +02:00
RealBadAngel
eac3364d18
Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders.
2014-08-16 14:48:52 +02:00
RealBadAngel
2d97d0619f
Make faces shading correct for all possible modes.
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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
RealBadAngel
ff1e7d78c9
Speedup mapblock_mesh
2014-07-17 22:28:14 +02:00
RealBadAngel
592c5d9a94
Faces shading fixes
2014-07-07 18:06:20 +02:00
Perttu Ahola
eb8008eb6a
Fix non-smooth non-shader node shading ( Fixes #1436 , regression by commit a0f78659f31abd)
2014-07-06 22:01:03 +03:00
sapier
1e7124b365
Fix regression in light calculation
2014-06-30 22:56:08 +02:00
sapier
b656d38e55
Minor fix in check order
2014-06-23 00:13:41 +02:00
sapier
58da0c5af7
Speedup getTileInfo by up to 30%
2014-06-23 00:13:41 +02:00
RealBadAngel
e1be24b0dc
Improved faces shading with and without shaders.
2014-06-17 00:56:17 +02:00
RealBadAngel
068b1ca61d
Unite nodes shaders.
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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
MetaDucky
1a7db07648
Fixed wrong node texture rotation for facedirs 5 and 7
2014-04-23 12:11:56 +02:00
sapier
4b548c6c2c
Pass pointer to nodedef directly to avoid recalculation in quite often called function
2014-04-06 10:32:57 +02:00
RealBadAngel
9cf4f96fa7
Normal maps generation on the fly.
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Parallax mapping with slope information.
Overriding normal maps.
2014-03-21 01:32:00 +01:00
Novatux
a662fe9fc4
Fix rendering glitches when far from the center of the map
2014-03-04 20:12:10 +01:00
RealBadAngel
9d6015b41d
Optimize shaders code. Add settings at compile time.
2013-12-09 13:28:50 +01:00
RealBadAngel
c18af13697
Shaders rework.
2013-12-03 18:55:25 +01:00
kwolekr
032913f408
Prevent shaders from being created when disabled
2013-11-17 02:46:05 -05:00
Kahrl
a29d5a37a7
Fix remnants of s32 enable_shaders
2013-09-04 00:16:33 +02:00
PilzAdam
e0e040f464
Dont crash if facedir > 23
2013-08-10 16:26:02 +02:00
Kahrl
2328255b7b
Fix crack overlay for animated textures
2013-08-05 01:52:09 +02:00
RealBadAngel
3ccc4f8dbc
Fix light issue in 6d facedir.
2013-07-21 14:06:18 +02:00
kwolekr
f862a37e19
Clean up bumpmap code a bit
2013-07-12 00:11:46 -04:00
sapier
4f7abcbafa
Fix many formspec menu bugs
2013-07-07 19:49:52 -04:00
RealBadAngel
e0d877e097
Add texture bumpmapping feature.
2013-07-04 02:36:32 +02:00
Kahrl
46340cbbe0
Remove texture atlas / AtlasPointer, rename getTextureRaw to getTexture
2013-07-02 03:03:10 +02:00
Esteban I. Ruiz Moreno
36969d253a
Remove useless recalculation of bounding box (mapblock_mesh)
2013-06-18 01:11:46 +02:00
sweetbomber
0b258a3646
Removed a redundant step which degraded performance
2013-06-15 21:41:30 +04:00
Kahrl
278aacdb57
Remove 'Meshbuffer ran out of indices' limitation
2013-05-06 19:06:18 +02:00
kwolekr
c94faffbf8
Add option to use texture alpha channel
2013-04-23 22:15:51 -04:00
RealBadAngel
4a390e8696
6d facedir
2013-03-23 21:31:05 +01:00
Ilya Zhuravlev
a12df55f29
Migrate to STL containers/algorithms.
2013-03-11 19:08:39 -04:00
Sfan5
3fab3825aa
Update Copyright Years
2013-02-24 20:15:24 +01:00
PilzAdam
269f01224b
Change Minetest-c55 to Minetest
2013-02-24 18:49:03 +01:00
Perttu Ahola
3c4069215e
Try to add a bit of topside brightness when not using shaders
2012-12-02 23:48:11 +02:00
Perttu Ahola
a4ca9f7699
Handle day-night transition in shader and make light sources brighter when shaders are used
2012-12-02 14:24:58 +02:00
Perttu Ahola
a3d07efffd
Fix tile MaterialType to make sense and make lava surface be shader'd lower like water
2012-12-02 02:59:15 +02:00
Perttu Ahola
f24ea38744
Implement a global shader parameter passing system and useful shaders
2012-12-02 00:46:18 +02:00
Kahrl
c9e7e8ba3c
ShaderSource and silly example shaders
2012-12-02 00:46:18 +02:00
Perttu Ahola
e890e433ce
Fix mesh glitches on MapBlock boundaries
2012-11-27 19:00:09 +02:00
Perttu Ahola
2ad03149a0
Rotate facedir-rotated top and bottom textures too, and re-implement nodebox side rotation
2012-07-21 20:23:32 +03:00