Lukas Aldershaab
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197a62f6ea
Convert dStrcmp to String::compare for more cases
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5 years ago |
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 years ago |
AzaezelX
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6859cbe308
adress #16 - don't need to swizzle vert colors
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5 years ago |
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 years ago |
Areloch
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27ee09e491
Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0
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5 years ago |
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 years ago |
AzaezelX
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bd21a207ef
largely based on work by @rextimmy: add premultiplied alpha
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5 years ago |
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 years ago |
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 years ago |
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 years ago |
Areloch
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e7bf49e801
Moved unneeded modules to Templates/Modules
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6 years ago |
AzaezelX
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4d714091b7
missed a few conversions
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6 years ago |
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 years ago |
Brian Roberts
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47640420ca
mac compilation correction - don't use Class:Class constructors
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6 years ago |
AzaezelX
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dd1470202d
Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
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6 years ago |
AzaezelX
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98a3ff604a
nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries)
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6 years ago |
AzaezelX
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d2a01ece03
gl conversionwork - forward lit variant. do note, crashs with
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6 years ago |
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 years ago |
Azaezel
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518bcaaabf
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
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7 years ago |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 years ago |
Azaezel
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02541ab1f9
shader hooks and gen cleanups
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7 years ago |
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 years ago |
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 years ago |
Areloch
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edd1e0a270
Removes Direct3D9 functionality.
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8 years ago |
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 years ago |
Areloch
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1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
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8 years ago |
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 years ago |
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 years ago |
James Urquhart
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3496c549b5
Hardware Skinning Support
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10 years ago |
Anis
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e13513f059
Merge pull request #1713 from Azaezel/c4189_cleanup
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9 years ago |