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 年之前 |
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 年之前 |
Areloch
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e7bf49e801
Moved unneeded modules to Templates/Modules
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6 年之前 |
AzaezelX
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4d714091b7
missed a few conversions
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6 年之前 |
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 年之前 |
Brian Roberts
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47640420ca
mac compilation correction - don't use Class:Class constructors
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6 年之前 |
AzaezelX
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dd1470202d
Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
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6 年之前 |
AzaezelX
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98a3ff604a
nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries)
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6 年之前 |
AzaezelX
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d2a01ece03
gl conversionwork - forward lit variant. do note, crashs with
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6 年之前 |
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 年之前 |
Azaezel
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518bcaaabf
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
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7 年之前 |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 年之前 |
Azaezel
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02541ab1f9
shader hooks and gen cleanups
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7 年之前 |
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 年之前 |
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 年之前 |
Areloch
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edd1e0a270
Removes Direct3D9 functionality.
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8 年之前 |
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 年之前 |
Areloch
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1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
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8 年之前 |
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 年之前 |
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 年之前 |
James Urquhart
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3496c549b5
Hardware Skinning Support
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10 年之前 |
Anis
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e13513f059
Merge pull request #1713 from Azaezel/c4189_cleanup
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9 年之前 |
Azaezel
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76fe7937ce
adresses C4189 warnings ('identifier' : local variable is initialized but not referenced)
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9 年之前 |
Azaezel
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21d1bfa64c
3.9 fix: on the hlsl side: corrects improperly applied specularpower
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9 年之前 |
Azaezel
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942235d114
Fixes vertcolor code insertion order, and applies it adaptively based on defered or forward lit context
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9 年之前 |
Azaezel
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d79b9a2988
removes w=z trick (was causing fisheye, effectively)
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9 年之前 |
Azaezel
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9472bfd3ca
addresses https://github.com/GarageGames/Torque3D/issues/1537 via the following:
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9 年之前 |
Azaezel
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496b6a3ea8
truncation warning cleanups dx side (was also causing cornercase crashes gl side)
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9 年之前 |
Azaezel
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196b214eae
engine:
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9 年之前 |
Azaezel
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ce2964d2d0
diffuse/albedo texture linearization
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10 年之前 |