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3b25514233 · Removing out gl_FragDepth as nvidia driver complains about it. · Updated 2016-04-15 08:44:26 +00:00

Branches

ea8e7b6048 · Fixing the rendering of the shadows. Closes #10. · Updated 2015-06-02 15:36:55 +00:00

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2a0cb3ca1d · Implemented a renderQueue which is sorted by materials. Not feasible. Closes #12. · Updated 2015-03-20 22:45:28 +00:00

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28c5212a03 · Only render objects which are visible. · Updated 2015-03-09 23:46:50 +00:00

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bcc7767978 · Made attempt at scaling loading screen. · Updated 2015-03-08 16:05:52 +00:00

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43aae3e8ec · Made an attempt at getting a smooth gradient of the flame color. · Updated 2015-03-08 12:52:17 +00:00

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36e262e426 · Fixed some stupid stuff. · Updated 2015-03-08 10:59:23 +00:00

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8d130ee906 · Made first attempt at blurring shadows with gaussian blur. Doesn't seem to work right now. Not that important right now. · Updated 2015-03-05 15:21:30 +00:00

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c7358e6efc · Changed blur of flames to gaussian blur. · Updated 2015-03-04 23:00:31 +00:00

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c57779b921 · Implemented poisson sampling for point light shadows. · Updated 2015-03-04 22:38:46 +00:00

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71ce1721c8 · Updated how shadows are applied. Looks nice now. · Updated 2015-02-13 14:51:49 +00:00

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30320a16ef · Tried some stuff(tried doing depth buffer calculation in world space) nothing works. · Updated 2015-01-20 12:11:43 +00:00

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955eee5a60 · Linearization of depth buffer. Didn't change graphics in any way. · Updated 2015-01-18 23:40:28 +00:00

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ffcfaf9a2c · Commiting broken shit, because stuff. · Updated 2014-12-15 13:57:18 +00:00

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965c3f96f9 · still merging... · Updated 2014-12-02 12:19:19 +00:00

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caccff5c33 · Removing editor backup files. · Updated 2014-11-17 11:53:38 +00:00

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