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History

Commits on effd00a4056799db69d213bb2d515e14e90e7bc9 to interface/src/renderer/TextureCache.cpp22
  1. Linear filtering for more smoothness.Andrzej Kapolka committed 12 years ago898135f
  2. Working on the "real" shadow volume.Andrzej Kapolka committed 12 years agodcc926a
  3. Use compare mode.Andrzej Kapolka committed 12 years ago7582463
  4. More progress on shadows.Andrzej Kapolka committed 12 years ago4bcc6fd
  5. Progress towards shadow maps.Andrzej Kapolka committed 12 years ago5cc5d9b
  6. Use blue default texture when we fail to load a normal map.Andrzej Kapolka committed 13 years ago55de8ce
  7. Normal map support almost there.Andrzej Kapolka committed 13 years ago06e050f
  8. Have textures default to white when they fail to load.Andrzej Kapolka committed 13 years agoc9344d4
  9. Keep normal and dilatable textures in separate maps to fix crash on manly "man" model.Andrzej Kapolka committed 13 years ago6a265ea
  10. Support for multiple mesh "parts" (with different materials), fix for untextured meshes.Andrzej Kapolka committed 13 years agoba25087
  11. Ball and cone color from average geometry colors.Andrzej Kapolka committed 13 years ago4c07342
  12. Dilate our network-downloaded textures.Andrzej Kapolka committed 13 years agoc98dec8
  13. Avoid warnings on invalid URLs, delete reply when reference is deleted.Andrzej Kapolka committed 13 years ago97cbef1
  14. Basic geometry sharing/texture loading.Andrzej Kapolka committed 13 years ago3c3cf0b
  15. Pupil dilation.Andrzej Kapolka committed 13 years ago91999df
  16. Render the eye textures.Andrzej Kapolka committed 13 years ago9a16d44
  17. Optimizations for occlusion blur (the main one being that we only need to sample the texture four, not sixteen, times if we turn on linear filtering and sample between the texels).Andrzej Kapolka committed 13 years ago22598ce
  18. Beginnings of ambient occlusion. Looks like an architectural drawing.Andrzej Kapolka committed 13 years ago3ddab48
  19. Added simple additive/blur-with-persist glow modes, means to cycle through modes.Andrzej Kapolka committed 13 years ago15f129f
  20. Render to texture first, rather than copying from the frame buffer. Copying from the frame buffer requires it to have an alpha channel, which actually does something on OS X (meaning we have to set it to 1.0). We're going to want to render to texture anyway for SSAO (or other effects).Andrzej Kapolka committed 13 years agob05b43f
  21. Basic glow effect.Andrzej Kapolka committed 13 years ago1828a10
  22. Working on support for a textured face mode that doesn't rely on the video stream.Andrzej Kapolka committed 13 years ago720ae56

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