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CIA-76 | FreeOrion: tzlaine * r3443 /trunk/FreeOrion/ (UI/CombatWnd.cpp util/Math.cpp util/Math.h): | 15:47 |
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CIA-76 | FreeOrion: Changed CombatWnd::IntersectMouseWithEcliptic() to use double-precision math | 15:47 |
CIA-76 | FreeOrion: instead of the single-precision floating point math used by Ogre. Prior to | 15:47 |
CIA-76 | FreeOrion: this change, the position of a ship being placed was jumping around the mouse | 15:47 |
CIA-76 | FreeOrion: wildly, especially at low zoom levels and/or near the edge of the system, due | 15:47 |
CIA-76 | FreeOrion: to imprecision. | 15:47 |
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CIA-76 | FreeOrion: tzlaine * r3444 /trunk/FreeOrion/default/data/art/combat/meshes/ (ship.frag ship.vert): | 20:24 |
CIA-76 | FreeOrion: Fixed The specular highlights code to look more like the images posted by Pd | 20:24 |
CIA-76 | FreeOrion: on the forums. | 20:24 |
CIA-76 | FreeOrion: tzlaine * r3445 /trunk/FreeOrion/default/data/art/combat/meshes/ (ship.frag ship.material ship.vert): | 20:48 |
CIA-76 | FreeOrion: Finally implemented key-light/fill-light scheme for the ship shaders. Ships | 20:48 |
CIA-76 | FreeOrion: now look in FO a lot like they do in Pd's editing program. The star (key) | 20:48 |
CIA-76 | FreeOrion: light color and the skybox (fill) color are set to (1, 1, 1) and (0, 0, 0), | 20:48 |
CIA-76 | FreeOrion: respectively, and are not changed programmatically yet. We need some way to | 20:48 |
CIA-76 | FreeOrion: come up with these color values (a new data file or something). | 20:48 |
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CIA-76 | FreeOrion: tzlaine * r3446 /trunk/FreeOrion/ (3 files in 2 dirs): | 22:08 |
CIA-76 | FreeOrion: Added loading of star and skybox colors from a file, and setting those colors | 22:08 |
CIA-76 | FreeOrion: in the ship shader. | 22:08 |
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