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SVN changelog
3289 by VorteX
Sunlight patch:
- Added engine-based quantization of sunlight shadowmaps parameters, which eliminates annoying flickering during player movement/daytime change.
- Vertical sun shadows during noon enabled (was disabled in previous builds because of strong flickering)
- Lowered r_shadows 2 shadowmap resolution, since flickering is removed
- Shadowmap size can be tweaked on per-location basis uting map settings script. W1m4 gains double size shadowmap that way to cover large scale heights.
- Shadowmap settings are tweaked for better performance (lowered resolution where possible, added focus offset)
- Scrollblend shader effect used on water surfaces rewritten to support glossmaps/diffuse distortion as well (makes water to look a bit more dirty)- r_water 0 looks not so bad now
- Added animated water textures for all water surfaces (brook water on w1m1/w1m2, great lake of w1m4, lake of nachtholm, dungeon water)
- Added sunlight specular effect for water
- Water environment specular effect now based on sunlight code
- Fixed bug with lightsource shader ignoring vertex alpha (which leads to ugly water edges on water surface lit by magic light)
- Sunlight shadows now cast upon sprites and blended surfaces
- Some tiny bugs fixed
Optimizations:
- Enabled depth first render trick (render depth-only, then normal render) as it seems to give performance on all maps (w1m4 gains about 10% FPS)
- Tweaked location size of w1m6
Model Texture Level Audio Script file
Folder Document Binary file Other
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