Commit Graph

5 Commits

Author SHA1 Message Date
Andrzej Kapolka 124af1e0b1 Use a fragment shader as well as a vertex shader for the skinned meshes.
I tracked the ATI slowdown down to using a vertex shader in combination 
with fixed function fog.  Also cleaned up ShaderConfig a little.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@244 ed5b42cb-e716-0410-a449-f6a68f950b19
2007-05-14 20:13:39 +00:00
Andrzej Kapolka 8a0168760f Much work to reconfigure shaders automatically based on the model's
current JME state set.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@237 ed5b42cb-e716-0410-a449-f6a68f950b19
2007-05-10 20:35:27 +00:00
Andrzej Kapolka 1d8f04c43a Prepend the #version directive before compiling the shader.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@236 ed5b42cb-e716-0410-a449-f6a68f950b19
2007-05-10 01:31:42 +00:00
Andrzej Kapolka 45df6d814b Use VBOs for vertices, indices when using shaders; multiply vertices by
weights even if we only have one weight per vertex.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@232 ed5b42cb-e716-0410-a449-f6a68f950b19
2007-05-09 19:51:32 +00:00
Andrzej Kapolka 742dc30f9e Basic support for skinning with GLSL shaders. Still need to work out
how to handle different lighting arrangements and complex materials 
(e.g., the metal effect for the Iron Plate).


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@229 ed5b42cb-e716-0410-a449-f6a68f950b19
2007-05-08 01:50:07 +00:00