MegaGlest/source/glest_game/graphics
Titus Tscharntke e6ade03509 Working transparency for units! Not really perfect, but much better than before! Even shadows are rendered according to the textures now. The behaviour should be excatly the same as for the trees.
Some unit models which already used transparency might look a bit different with this change, but this change will allow so much better and detailed looking models that its a must have :) .
2010-09-25 23:03:27 +00:00
..
debug_renderer.cpp * oops, forgot to hook-up ClusterMap updates (causing units to get stuck) 2010-08-08 13:06:33 +00:00
debug_renderer.h * wired up RoutePlanner/Cartographer 2010-07-13 05:33:43 +00:00
particle_type.cpp unit particles can now have float values for emission rates. This allows also emission rates smaller than 1 like 0.01 for example 2010-09-24 16:36:59 +00:00
particle_type.h unit particles can now have float values for emission rates. This allows also emission rates smaller than 1 like 0.01 for example 2010-09-24 16:36:59 +00:00
renderer.cpp Working transparency for units! Not really perfect, but much better than before! Even shadows are rendered according to the textures now. The behaviour should be excatly the same as for the trees. 2010-09-25 23:03:27 +00:00
renderer.h Working transparency for units! Not really perfect, but much better than before! Even shadows are rendered according to the textures now. The behaviour should be excatly the same as for the trees. 2010-09-25 23:03:27 +00:00
unit_particle_type.cpp - new switch for unit_particle _systems called static-particle-count 2010-09-25 14:38:00 +00:00
unit_particle_type.h - new switch for unit_particle _systems called static-particle-count 2010-09-25 14:38:00 +00:00