misc...
	* disabled depth write for qer_trans surfs and highlight (=any amount of layers is visible)
	* 20x faster light radii rendering
	* light radii are coloured and additive
	* anisotropic textures filtering option (def = yes)
This commit is contained in:
Garux
2017-08-02 09:33:51 +03:00
parent bc5dcc1699
commit 1df30a3b8c
6 changed files with 229 additions and 42 deletions

View File

@@ -159,6 +159,10 @@ inline EntityClassAttributePair& EntityClass_insertAttribute( EntityClass& entit
}
inline void buffer_write_colour_add( char buffer[128], const Colour3& colour ){
sprintf( buffer, "{%g %g %g}", colour[0], colour[1], colour[2] );
}
inline void buffer_write_colour_fill( char buffer[128], const Colour3& colour ){
sprintf( buffer, "(%g %g %g)", colour[0], colour[1], colour[2] );
}
@@ -171,6 +175,18 @@ inline void buffer_write_colour_blend( char buffer[128], const Colour3& colour )
sprintf( buffer, "[%g %g %g]", colour[0], colour[1], colour[2] );
}
inline Shader* colour_capture_state_add( const Colour3& colour ){
char buffer[128];
buffer_write_colour_add( buffer, colour );
return GlobalShaderCache().capture( buffer );
}
inline void colour_release_state_add( const Colour3& colour ){
char buffer[128];
buffer_write_colour_add( buffer, colour );
GlobalShaderCache().release( buffer );
}
inline Shader* colour_capture_state_fill( const Colour3& colour ){
char buffer[128];
buffer_write_colour_fill( buffer, colour );