summaryrefslogtreecommitdiff
AgeCommit message (Expand)AuthorFilesLines
2010-10-13Switch from MultiDrawElements to the extra-vert-at-the-end stips hack.HEADmasterEric Anholt2-59/+39
2010-07-31Skip multiplying the unused column of modelviewEric Anholt1-2/+3
2010-07-13Replace a divide by sqrt with multiply by invsersesqrt.Eric Anholt1-2/+2
2010-07-02Require GLSL 1.20 in the shaders.Eric Anholt4-0/+8
2010-05-25Add support for EXT_timer_query.Eric Anholt1-3/+75
2009-11-09Update for GLU3 API changes.Eric Anholt2-14/+15
2009-09-09draw/readbuffer state is part of the fbo, so no need to reset it per frame.Eric Anholt1-4/+2
2009-08-11Move a bunch of division for the ward calc out to uniforms.Eric Anholt4-8/+19
2009-08-10Disable the conditional brdf calc as a hack.Eric Anholt1-0/+6
2009-08-10Move the rings drawing code to a separate file.Eric Anholt4-497/+552
2009-08-07Shuffle BRDF code around to allow avoiding computation in shadowed case.Eric Anholt1-50/+64
2009-08-07Clean up n_dot_l and n_dot_v < 0 clamping.Eric Anholt1-4/+1
2009-08-07Drop old brdf options from previous experimentationEric Anholt1-23/+0
2009-08-07Move texcoord.x *= 4 out of VS into constants.Eric Anholt2-2/+2
2009-08-07Add a -benchmark mode.Eric Anholt1-11/+33
2009-08-01Calculate a better bounding box for the rings by calculating their radius.Eric Anholt2-1/+18
2009-08-01Increase texture size and replace cullface with PolygonOffset to reduce acne.Eric Anholt1-3/+7
2009-08-01don't bother writing unused color data in shadow map creation.Eric Anholt1-1/+0
2009-08-01Don't include shadow in ambient calculations.Eric Anholt1-2/+2
2009-08-01Use front-face culling to significantly reduce shadow acne.Eric Anholt1-0/+2
2009-08-01Add acne-ridden shadowing to rings.Eric Anholt6-21/+45
2009-08-01Use shadow mapping instead of shadow texturing.Eric Anholt3-17/+36
2009-07-31Bound the shadow frustum more closely.Eric Anholt3-9/+53
2009-07-31Use texture2DProj for correct interpolation of shadow coords.Eric Anholt2-5/+4
2009-07-31shut up debug.Eric Anholt1-1/+1
2009-07-31Use linear filtering for less-ugly shadows.Eric Anholt1-2/+2
2009-07-31Fix the viewport transform of world to shadow texcoords.Eric Anholt2-4/+5
2009-07-31Fix the rings position, calculated center position, and radius.Eric Anholt1-6/+6
2009-07-31Use new gluFrustum6 to do a better job of coming up with the projection.Eric Anholt1-3/+6
2009-07-31Update light eye position for the ground shader.Eric Anholt3-2/+4
2009-07-31Fix the light position to be outside of the bounds of the shadow casters.Eric Anholt2-1/+13
2009-07-30Apply the shadow map to the ground plane.Eric Anholt6-4/+46
2009-07-28Add debug printing functions for GLU types.Eric Anholt3-0/+37
2009-07-28Move the light up above the objects.Eric Anholt1-1/+1
2009-07-28Add "m" to display the shadow map.Eric Anholt4-3/+92
2009-07-28Start implementing shadow texturing.Eric Anholt6-16/+232
2009-07-28Move to new GLU3 API.Eric Anholt2-24/+25
2009-07-28Cut code duplication in load_program.Eric Anholt1-18/+16
2009-07-28Set AM_CFLAGS instead of CFLAGS so I don't overwrite them.Eric Anholt1-1/+1
2009-07-28Save off the obj_to_world transforms for each ring.Eric Anholt1-5/+17
2009-07-28Phong it up on the ground plane.Eric Anholt4-121/+15
2009-07-28Add a bright red ground plane.Eric Anholt6-21/+377
2009-07-28Fix up load_program so it can be used for other programs too.Eric Anholt1-17/+41
2009-07-28Use glu3 for handling our matrices instead of using ff.Eric Anholt5-51/+142
2009-07-21Use SDL instead of GLUT.Eric Anholt4-34/+118
2009-07-21Use ARB_vertex_array_object to simplify the drawing code.Eric Anholt1-26/+27
2009-07-21Actually check for 2.0.Eric Anholt1-0/+3
2009-07-02Don't leak the libpng structures.Eric Anholt1-0/+2
2009-06-17Draw more instances of the model.Eric Anholt1-7/+10
2009-06-17Stop rendering all those times and just use ward.Eric Anholt2-146/+59