提交历史

作者 SHA1 备注 提交日期
  AzaezelX 21c17d0ed1 cleanups for shadergen and the visibility feature 4 年之前
  AzaezelX 2287c28d32 be clear where we're referencing gbuffer render targets 4 年之前
  AzaezelX 594c4f65c7 bad constructor usage! bad! GCC no like! 4 年之前
  AzaezelX 438e6cbb3c fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter 4 年之前
  Areloch 6a3603c737 Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene. 5 年之前
  Brian Roberts d50f1f0b81 Merge pull request #342 from lukaspj/fix/replace-dstrcmp 5 年之前
  Lukas Aldershaab c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 5 年之前
  AzaezelX 0c7811bd1a shift pbrconfig to ORM 5 年之前
  AzaezelX 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 5 年之前
  AzaezelX 206d86f1bb .. we do however appear to need to swizzle DX vert colors... 5 年之前
  AzaezelX f956c17f3b for normal rendering, if we're translucent, don't use alphatesting. (as a remindernote, the shadowmathook removes MFT_IsTranslucent]) 5 年之前
  Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path 5 年之前
  Areloch 27ee09e491 Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0 5 年之前
  Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 5 年之前
  AzaezelX bd21a207ef largely based on work by @rextimmy: add premultiplied alpha 5 年之前
  Areloch 60d0e73190 Enabled probe viz item for live updates of probes when working with them(auto-baking while on) 5 年之前
  Areloch 72ceede272 Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging. 5 年之前
  Areloch c74b669f5e Removed redundant 'load last edited level' startup mode to editor. 5 年之前
  AzaezelX 2e56645f13 shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame) 6 年之前
  AzaezelX 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 6 年之前
  AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts. 6 年之前
  Areloch 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 6 年之前
  Areloch 2f68fdae5e Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0_w_translucencyWIP 6 年之前
  Areloch ebe2c2dead Add vector light support to forward materials. 6 年之前
  AzaezelX b6c28638b0 crashfix: we don't actually need the texture coordinates for forward lit surface creation. at that point, the rest of the shader features have already filled out the info being looked up from the gbuffer for deferred. (was triggering errors with float2 vs float3 coord entries for terrain) 6 年之前
  AzaezelX bc77ff0833 Revert "Updated SDL, Bullet and OpenAL soft libs" 6 年之前
  AzaezelX 63be684474 Merge branch 'Preview4_0' into alpha40translucency2 6 年之前
  AzaezelX 3cf332e514 logic cleanup. discount doubleups on normal generation if we've already got one calculated on out. 6 年之前
  Areloch f8750dd8ed Updated SDL, Bullet and OpenAL soft libs 6 年之前
  AzaezelX 1ec9177557 augment ShaderFeatureHLSL::getSurface pixel shader feature with a fallback for missing normalmaps (really should correct this one vertex frag side) 6 年之前