커밋 기록

작성자 SHA1 메시지 날짜
  Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 6 년 전
  Areloch 72ceede272 Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging. 6 년 전
  AzaezelX d034895e8f shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization) 6 년 전
  AzaezelX 070a9845a2 preliminary glowmap+glowmul feature augmentation math 6 년 전
  AzaezelX 0f5ba17126 needed mft_pbrconfigmap or _convifgvars and _matinfocflags set to default=true to trip the forward lit side, 6 년 전
  AzaezelX 8fac88dadc more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature 6 년 전
  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 년 전
  AzaezelX bfccfca0ce more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though... 6 년 전
  AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts. 6 년 전
  AzaezelX 022b87cac2 from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces. 6 년 전
  Areloch af77444ec9 Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0 6 년 전
  Areloch dd3422b5a2 Added ability to pass ints to post effect shader consts 6 년 전
  AzaezelX afa52850c3 Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork 6 년 전
  Areloch ebb51bb178 Catch the template files up and add the improved convex editor bits. 6 년 전
  Areloch af14de2bb7 Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 6 년 전
  Areloch 529558f671 Initial implementation of Custom Shader Features 6 년 전
  Areloch 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 년 전
  Areloch c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 6 년 전
  AzaezelX 57ee1882fa strip out unused pixspecular to cut down on sources of confusion 6 년 전
  Areloch 2abdef7459 Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights) 7 년 전
  Tim Barnes 9a39afa0eb reflection probe updates 7 년 전
  Areloch b19a4b22c8 Implementation of reflection and skylight probes. 7 년 전
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 년 전
  Azaezel 33ebe34440 more gfx shadowvar cleanups 7 년 전
  Areloch 39f86d8c30 asdasd 8 년 전
  Areloch 9a5700addc Handler binding on a scene level working 8 년 전
  Areloch 7219899287 Working on shader const binding 8 년 전
  Areloch 70c154c7d3 Implement of the shader consts binding. 8 년 전
  Areloch dc5e502dec Initial implementation of Custom Shader Features. 8 년 전
  Areloch 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 8 년 전