Yep, another version. Get it at http://www.racer.nl/download/racer0.8.11.zip (60Mb)
To testdrive, also check out Swiss Stroll Cg at http://www.racerdownloads.com/uploads_view.php?type=T&cmd=latest
Enjoy!
Ruud
The changes:
- Added standard_wave_banner_v.g for waving banners, see http://www.racer.nl/tutorial/waving_flag.html#banners
- Skidmark painting more robust (texture usage and render state could cause transparent or black renders)
- Non-Cg version still tried to load shadowmapping Cg shaders when renderer.shadowmapping.enable was 1
- Projected lights intensity back from 1.1 to 0.6( data/renderer/shaders_*/projected_texture_f.cg)
- Default shader_<x>.reflect value is now 1.0 (was 0)
- Modified per shader layer reading of .ambient a little; otherwise the global shader_<x>.ambient
did not default to the global shader_<x>.diffuse. This only really influences non-Cg .shd files.
- dyn_standard_reflect_window_v/f.cg improved to do per-pixel fresnel.
- Reflection shaders fixed to respond to ambient/diffuse more accurately ('diffuse=0 0 0' still gave a shadow).
- The Lambo brakediscs now heat up through an alpha layer, looks better
- shadowmapping.shadowintensity removed - shadows are ambient and need not be softened (would only include false diffuse lighting)
- Shader directories combined into data/renderer/shaders/*. Compilation uses -DCSM for shadowmapped variety.
- Shadowmapping optimized a little bit in the .cg shaders.
To testdrive, also check out Swiss Stroll Cg at http://www.racerdownloads.com/uploads_view.php?type=T&cmd=latest
Enjoy!
Ruud
The changes:
- Added standard_wave_banner_v.g for waving banners, see http://www.racer.nl/tutorial/waving_flag.html#banners
- Skidmark painting more robust (texture usage and render state could cause transparent or black renders)
- Non-Cg version still tried to load shadowmapping Cg shaders when renderer.shadowmapping.enable was 1
- Projected lights intensity back from 1.1 to 0.6( data/renderer/shaders_*/projected_texture_f.cg)
- Default shader_<x>.reflect value is now 1.0 (was 0)
- Modified per shader layer reading of .ambient a little; otherwise the global shader_<x>.ambient
did not default to the global shader_<x>.diffuse. This only really influences non-Cg .shd files.
- dyn_standard_reflect_window_v/f.cg improved to do per-pixel fresnel.
- Reflection shaders fixed to respond to ambient/diffuse more accurately ('diffuse=0 0 0' still gave a shadow).
- The Lambo brakediscs now heat up through an alpha layer, looks better
- shadowmapping.shadowintensity removed - shadows are ambient and need not be softened (would only include false diffuse lighting)
- Shader directories combined into data/renderer/shaders/*. Compilation uses -DCSM for shadowmapped variety.
- Shadowmapping optimized a little bit in the .cg shaders.