summaryrefslogtreecommitdiff
path: root/gfx/gl/shaders/waterShader.fs
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2021-02-19 01:16:38 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-02-19 01:16:38 +0000
commitf8e7c47bbd33fb67afa3ba5478fceb13ddb09243 (patch)
tree5c370029f658e62f8bb4866e6d45af46c05c4045 /gfx/gl/shaders/waterShader.fs
parentAdd support for directional light color and an ambient color (diff)
downloadilt-f8e7c47bbd33fb67afa3ba5478fceb13ddb09243.tar.bz2
ilt-f8e7c47bbd33fb67afa3ba5478fceb13ddb09243.tar.xz
ilt-f8e7c47bbd33fb67afa3ba5478fceb13ddb09243.zip
Mesh split, bogeys follow rails.
Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically.
Diffstat (limited to 'gfx/gl/shaders/waterShader.fs')
0 files changed, 0 insertions, 0 deletions