Lukas Aldershaab
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197a62f6ea
Convert dStrcmp to String::compare for more cases
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5 vuotta sitten |
AzaezelX
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454192ed02
from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog
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5 vuotta sitten |
AzaezelX
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6859cbe308
adress #16 - don't need to swizzle vert colors
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5 vuotta sitten |
AzaezelX
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f956c17f3b
for normal rendering, if we're translucent, don't use alphatesting. (as a remindernote, the shadowmathook removes MFT_IsTranslucent])
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5 vuotta sitten |
Areloch
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27ee09e491
Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0
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5 vuotta sitten |
Areloch
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ac77315e29
Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0
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5 vuotta sitten |
AzaezelX
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bd21a207ef
largely based on work by @rextimmy: add premultiplied alpha
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5 vuotta sitten |
AzaezelX
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2e56645f13
shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame)
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6 vuotta sitten |
AzaezelX
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ad216abc02
cleans up a few more spots of various variables that ammount to the "PBRConfig" in the end, as well as a MFT_isDeferred test for determining if that's stored off as a temp-val or in the gbuffer. though seem to have forgotten a catch, as it's not finding the MFT_PBRConfigMap feature and falling back to recreation come time to process MFT_ReflectionProbes
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6 vuotta sitten |
Areloch
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01f562b9e5
Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right
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6 vuotta sitten |
Areloch
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e7bf49e801
Moved unneeded modules to Templates/Modules
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6 vuotta sitten |
AzaezelX
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4d714091b7
missed a few conversions
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6 vuotta sitten |
AzaezelX
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01f6938746
nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box.
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6 vuotta sitten |
Brian Roberts
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47640420ca
mac compilation correction - don't use Class:Class constructors
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6 vuotta sitten |
AzaezelX
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dd1470202d
Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
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6 vuotta sitten |
AzaezelX
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98a3ff604a
nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries)
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6 vuotta sitten |
AzaezelX
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d2a01ece03
gl conversionwork - forward lit variant. do note, crashs with
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6 vuotta sitten |
Azaezel
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b50f72b109
set gl vertcolor mapping to bgra format, the same as we do for stateblocks
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6 vuotta sitten |
Azaezel
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518bcaaabf
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
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7 vuotta sitten |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 vuotta sitten |
Azaezel
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02541ab1f9
shader hooks and gen cleanups
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7 vuotta sitten |
Areloch
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8c807485b1
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
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8 vuotta sitten |
Areloch
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 vuotta sitten |
Areloch
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edd1e0a270
Removes Direct3D9 functionality.
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8 vuotta sitten |
Areloch
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 vuotta sitten |
Areloch
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1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
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8 vuotta sitten |
Azaezel
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c6e2563a38
went overzealous on the bitangent cleanup when reviewing parallax. the W multiplier can and should stay. the y flip can remain gone.
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8 vuotta sitten |
Azaezel
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a5755be681
factoring in tangentW casues parallax (but not normals) to swap specular highlight directions. removed that, as well as a prior attempted workaround.
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8 vuotta sitten |
James Urquhart
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3496c549b5
Hardware Skinning Support
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10 vuotta sitten |
Anis
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e13513f059
Merge pull request #1713 from Azaezel/c4189_cleanup
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9 vuotta sitten |