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<title>minetest.git/client/shaders, branch 0.4.12</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=0.4.12</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=0.4.12'/>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/'/>
<updated>2015-01-16T10:54:04+00:00</updated>
<entry>
<title>Optimize bumpmapping mathematics</title>
<updated>2015-01-16T10:54:04+00:00</updated>
<author>
<name>Loic Blot</name>
<email>loic.blot@unix-experience.fr</email>
</author>
<published>2015-01-16T10:53:14+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=46821f11566efa1da2ba74c9e95794d9e50d6812'/>
<id>urn:sha1:46821f11566efa1da2ba74c9e95794d9e50d6812</id>
<content type='text'>
OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
</content>
</entry>
<entry>
<title>Revert "Optimize bumpmapping mathematics"</title>
<updated>2015-01-15T15:30:03+00:00</updated>
<author>
<name>Craig Robbins</name>
<email>kde.psych@gmail.com</email>
</author>
<published>2015-01-15T15:30:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=516f1bcd1625d41c33ad2056220db072349c52c9'/>
<id>urn:sha1:516f1bcd1625d41c33ad2056220db072349c52c9</id>
<content type='text'>
This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
</content>
</entry>
<entry>
<title>Optimize bumpmapping mathematics</title>
<updated>2015-01-15T13:12:45+00:00</updated>
<author>
<name>Loic Blot</name>
<email>loic.blot@unix-experience.fr</email>
</author>
<published>2015-01-15T13:11:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=148fffb0f23fa437c67639ff3cc69177fb71d76a'/>
<id>urn:sha1:148fffb0f23fa437c67639ff3cc69177fb71d76a</id>
<content type='text'>
OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
</content>
</entry>
<entry>
<title>Restore finalColorBlend implementation in shaders.</title>
<updated>2014-12-07T10:05:00+00:00</updated>
<author>
<name>RealBadAngel</name>
<email>maciej.kasatkin@o2.pl</email>
</author>
<published>2014-12-06T21:13:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=535c473103752627f1912be4b5c8d58529abcd7e'/>
<id>urn:sha1:535c473103752627f1912be4b5c8d58529abcd7e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders.</title>
<updated>2014-08-16T12:48:52+00:00</updated>
<author>
<name>RealBadAngel</name>
<email>maciej.kasatkin@o2.pl</email>
</author>
<published>2014-08-16T12:02:50+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=bf91d623c8fc1fede7b600d1b0f4be1bc6b37c44'/>
<id>urn:sha1:bf91d623c8fc1fede7b600d1b0f4be1bc6b37c44</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Make faces shading correct for all possible modes.</title>
<updated>2014-08-14T04:43:47+00:00</updated>
<author>
<name>RealBadAngel</name>
<email>maciej.kasatkin@o2.pl</email>
</author>
<published>2014-08-10T21:43:26+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=5e54bf1472039af79b3bf7bfab43d294aed8e9e9'/>
<id>urn:sha1:5e54bf1472039af79b3bf7bfab43d294aed8e9e9</id>
<content type='text'>
Skip shading for lightsources and top of the nodes.
Fixes liquid sources and flowing surfaces having different brightness.
</content>
</entry>
<entry>
<title>Faces shading fixes</title>
<updated>2014-07-07T16:06:20+00:00</updated>
<author>
<name>RealBadAngel</name>
<email>maciej.kasatkin@o2.pl</email>
</author>
<published>2014-07-07T14:17:51+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=c9ba92c4ad0b010d6d36890c3b1ddfb2e773560f'/>
<id>urn:sha1:c9ba92c4ad0b010d6d36890c3b1ddfb2e773560f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Improved faces shading with and without shaders.</title>
<updated>2014-06-16T22:56:17+00:00</updated>
<author>
<name>RealBadAngel</name>
<email>maciej.kasatkin@o2.pl</email>
</author>
<published>2014-06-16T16:51:01+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=a0f78659f31abdce973bc6641b5b5a58f2ba9afc'/>
<id>urn:sha1:a0f78659f31abdce973bc6641b5b5a58f2ba9afc</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Unite nodes shaders.</title>
<updated>2014-06-15T03:40:33+00:00</updated>
<author>
<name>RealBadAngel</name>
<email>maciej.kasatkin@o2.pl</email>
</author>
<published>2014-05-14T21:19:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=6c98fd6658fcf7c0c676ee88f03e364c852e9f1b'/>
<id>urn:sha1:6c98fd6658fcf7c0c676ee88f03e364c852e9f1b</id>
<content type='text'>
Pass drawtype and material type to shaders.
Move shaders generation to startup only.
Allow assign shaders per tile.
Initial code to support water surface shader.
</content>
</entry>
<entry>
<title>Fix invalid liquid lighting.</title>
<updated>2014-04-16T14:56:54+00:00</updated>
<author>
<name>RealBadAngel</name>
<email>maciej.kasatkin@yahoo.com</email>
</author>
<published>2014-04-16T14:56:54+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=db60ae0459a7711bdaca2dff94c2e87e8e97796d'/>
<id>urn:sha1:db60ae0459a7711bdaca2dff94c2e87e8e97796d</id>
<content type='text'>
</content>
</entry>
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