+ Implemented simple lighting and mip visualization for terrain * Fixed waiting for GPU queries - Removed height based gradient painting for terrain
…vertical distance to terrain simpler
…ad of image based units
… triggering * scaled terrain 10x * increased camera speed 6x
…h are drawn correctly through increasing/decreasing amount of patches to render
+ added camera position recording
* changed loding scheme - first height based patch selection, then 2D metric patch selection in xz plane * simplified vertex shader - 1 fetch with bilinear * removed min/max queries during frustum culling - substantially simplified code, minimal performance impact * optimized AABB/Sphere test - removed 1 unnecessary dot3 * some constant handling refactor TODO: * find large dataset 2Kx2K or similar * remove old code versions of math routines after testing on large dataset
…sing GL_R32UI framebuffer
* Removed decoding to RGB on CPU - now decoding is using YUV shader for presentation A lot of hacks - required further improvements!!!!
Changes in profiler.
* Added missing scintilla libraries.
* refactored cubic determinant and hessian calculation in order to minimize operation count + highlighted possible precision loss places - adding >2 numbers + added simple non-zero path rasterization using explicit color + implemented strokes for single cubic - refactor required!!!
* fixed unnecessary morph in last LOD level of CDLOD terrain * fixed font measurements * changed font rendering - now requires string length argument + added run-time shader editing capabilities * changes required to support runtime shader editing
…anymore, pure header implementation
* now unmasked value is 0 - it should work just fine with GL_*_WRAP stencil operations * fixed stencil mask value in path stenciling routine - actually it did not affect anything, but still - removed old stenciling routines - they would not be used anymore.
- removed unnecessary configuration * fixed terrain patch selection logic - now there would not be non-existing patches + terrain now loads from *.pmp 0 A.D. map files. * some terrain code cleanup + bunch of TODOs