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odyx pushed a commit to branch upstream/latest
in repository colobot.

commit a045bf3830464aaa1affad39f6855d31d2fc4d20
Author: Tomasz Kapuściński <tomaszka...@gmail.com>
Date:   Thu May 21 16:47:24 2015 +0200

    Added shadow ambient support
---
 src/graphics/opengl/gldevice.cpp | 10 ++++++++++
 src/graphics/opengl/gldevice.h   |  2 ++
 2 files changed, 12 insertions(+)

diff --git a/src/graphics/opengl/gldevice.cpp b/src/graphics/opengl/gldevice.cpp
index 2537756..f8fc2fa 100644
--- a/src/graphics/opengl/gldevice.cpp
+++ b/src/graphics/opengl/gldevice.cpp
@@ -49,6 +49,7 @@ CGLDevice::CGLDevice(const GLDeviceConfig &config)
     m_glMajor = 1;
     m_glMinor = 1;
     m_shadowMappingSupport = SMS_NONE;
+    m_shadowAmbientSupported = false;
 
     m_framebuffer = 0;
     m_colorBuffer = 0;
@@ -221,6 +222,10 @@ bool CGLDevice::Create()
             GetLogger()->Info("Shadow mapping not available\n");
         }
 
+        m_shadowAmbientSupported = glewIsSupported("GL_ARB_shadow_ambient");
+        if (m_shadowAmbientSupported)
+            GetLogger()->Info("Shadow ambient supported\n");
+
         // Detect support of anisotropic filtering
         m_anisotropyAvailable = 
glewIsSupported("GL_EXT_texture_filter_anisotropic");
         if(m_anisotropyAvailable)
@@ -791,6 +796,11 @@ Texture CGLDevice::CreateDepthTexture(int width, int 
height, int depth)
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
     }
 
+    if (m_shadowAmbientSupported)
+    {
+        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 
0.35f);
+    }
+
     float color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
 
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
diff --git a/src/graphics/opengl/gldevice.h b/src/graphics/opengl/gldevice.h
index b754edc..d1f085a 100644
--- a/src/graphics/opengl/gldevice.h
+++ b/src/graphics/opengl/gldevice.h
@@ -225,6 +225,8 @@ private:
     int m_glMajor, m_glMinor;
     //! Depth texture support
     ShadowMappingSupport m_shadowMappingSupport;
+    //! Shadow ambient support
+    bool m_shadowAmbientSupported;
     //! Whether to use multitexturing
     bool m_multitextureAvailable;
     //! Whether to use VBOs or display lists

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