Marc Chapman
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af62b5c0a9
Phase 2: #ifdef for Zodiacs and particles
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7 years ago |
Marc Chapman
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1c2effd7fa
Phase 1: Add a #define test
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7 years ago |
Marc Chapman
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8a6ac1fb0f
terrain-zodiacs -- Changes made for rendering zodiacs on regular terrain.
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8 years ago |
Areloch
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0801a3cca8
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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9 years ago |
Areloch
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e18312b950
Fixed a issue with the terrain blending having hard-edges.
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10 years ago |
Daniel Buckmaster
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69f2efab8f
Merge remote-tracking branch 'lukaspj/Fuzzy-texture-border-fix' into release-3.7
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10 years ago |
LukasPJ
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a3f08df9e3
Fix for fuzzy borders
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10 years ago |
LuisAntonRebollo
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9c66aa0681
Merge pull request #931 from BeamNG/terrain_layer_format
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11 years ago |
LuisAntonRebollo
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b81ebaa386
Set correct terrain layer texture format.
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11 years ago |
LuisAntonRebollo
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f101fbe820
Remove unnecesary code for handle OpenGL.
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11 years ago |
Daniel Buckmaster
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9e4446046f
Merge pull request #710 from lukaspj/3-Textures-Blending-Fix
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11 years ago |
LukasPJ
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431d8a9b66
Terrain baseTex support multiple formats
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11 years ago |
Lukas Joergensen
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ea4a8bb361
Proper rendering of basetexture
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11 years ago |
LuisAntonRebollo
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7f46383eb5
Rename enum GFXTextureProfile::None for avoid conficts on Linux.
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11 years ago |
Thomas Fischer
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53abbe066d
added checks for valid pointers after locking
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12 years ago |
xoltan
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add2f8cb47
Terrain Macro Texture
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12 years ago |
DavidWyand-GG
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |