{"push_id":865961312,"size":7,"distinct_size":7,"ref":"refs/heads/master","head":"815d97a405b7ad7d150736b8901b13282b2c9e43","before":"fc4f3870b00f30889fe71ff31d4482d7f0c68d77","commits":[{"sha":"adf909d70b97edd69598aea015b49c823672686d","author":{"email":"884b93848b6c484f044f4e5633025ca27c799068@gmail.com","name":"plysan"},"message":"Remove constant 'atmosphere_bottom_radius'\n\nMake atmosphere_bottom_radius equal to earth_radius.\n\nSigned-off-by: plysan <plysab@gmail.com>","distinct":true,"url":"https://api.github.com/repos/plysan/GLDemo/commits/adf909d70b97edd69598aea015b49c823672686d"},{"sha":"53ff4627ab8d838d5766dffdcf1d7f98621c0b9f","author":{"email":"884b93848b6c484f044f4e5633025ca27c799068@gmail.com","name":"plysan"},"message":"Move scatter texture fetch to vertex shader\n\nscatter texture should be as low resolution possible, and don't\nneed to be fetched individually for eatch fragment.\n\nFragment only use the interpolated scatter color values from vertex\nshader, this can save a lot of video memory bandwith.\n\nSigned-off-by: plysan <plysab@gmail.com>","distinct":true,"url":"https://api.github.com/repos/plysan/GLDemo/commits/53ff4627ab8d838d5766dffdcf1d7f98621c0b9f"},{"sha":"7e90fded64af904bd68422ebcd6db07bb019b56b","author":{"email":"884b93848b6c484f044f4e5633025ca27c799068@gmail.com","name":"plysan"},"message":"Remove unused variable in 'height_coefficient'\n\nSigned-off-by: plysan <plysab@gmail.com>","distinct":true,"url":"https://api.github.com/repos/plysan/GLDemo/commits/7e90fded64af904bd68422ebcd6db07bb019b56b"},{"sha":"66e20b6b7cd42558b915ca8640d403cefc230802","author":{"email":"884b93848b6c484f044f4e5633025ca27c799068@gmail.com","name":"plysan"},"message":"Improve scatter texture generation performance\n\nBy calculate the expensive attenuation value for each combination\nof angles only once, instead of for each lambda and angles.\n\nAlso move some multiplication to later stage of calculation.\n\nSigned-off-by: plysan <plysab@gmail.com>","distinct":true,"url":"https://api.github.com/repos/plysan/GLDemo/commits/66e20b6b7cd42558b915ca8640d403cefc230802"},{"sha":"75c08f7bacdafc1224ab35a8e1da3916f1a42698","author":{"email":"884b93848b6c484f044f4e5633025ca27c799068@gmail.com","name":"plysan"},"message":"Add the missing code which frees tiff image buffer\n\nSigned-off-by: plysan <plysab@gmail.com>","distinct":true,"url":"https://api.github.com/repos/plysan/GLDemo/commits/75c08f7bacdafc1224ab35a8e1da3916f1a42698"},{"sha":"8be62d1459f1226af4a0154ec38bffa2dcd04e26","author":{"email":"884b93848b6c484f044f4e5633025ca27c799068@gmail.com","name":"plysan"},"message":"Skip texture of big quardtree nodes whose images is not enough\n\nIf certain percentage(half for now) amount of texture image file is\nmissing, skip this texture generation. This improves texture\nefficiency.\n\nSigned-off-by: plysan <plysab@gmail.com>","distinct":true,"url":"https://api.github.com/repos/plysan/GLDemo/commits/8be62d1459f1226af4a0154ec38bffa2dcd04e26"},{"sha":"815d97a405b7ad7d150736b8901b13282b2c9e43","author":{"email":"884b93848b6c484f044f4e5633025ca27c799068@gmail.com","name":"plysan"},"message":"Adjust config value to have nice presentation of the demo\n\n* terrain is spanned.\n* skydome is more detailed.\n* sky color is adjusted to be more nature.\n\nSigned-off-by: plysan <plysab@gmail.com>","distinct":true,"url":"https://api.github.com/repos/plysan/GLDemo/commits/815d97a405b7ad7d150736b8901b13282b2c9e43"}]}