AzaezelX
|
661a192e87
orderfix for RTLightingFeatHLSL vert vs pixel shader. the order needs to match, same as network comunicating
|
4 vuotta sitten |
Jeff Hutchinson
|
e784b0140c
Let's fix the texcoord alignment for RT Lighting.
|
4 vuotta sitten |
AzaezelX
|
8ce207561e
revert a bit causing crashes on certain 'nix boxes.
|
4 vuotta sitten |
AzaezelX
|
21c17d0ed1
cleanups for shadergen and the visibility feature
|
4 vuotta sitten |
AzaezelX
|
2287c28d32
be clear where we're referencing gbuffer render targets
|
4 vuotta sitten |
AzaezelX
|
594c4f65c7
bad constructor usage! bad! GCC no like!
|
4 vuotta sitten |
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 vuotta sitten |
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 vuotta sitten |
Brian Roberts
|
d50f1f0b81
Merge pull request #342 from lukaspj/fix/replace-dstrcmp
|
5 vuotta sitten |
Lukas Aldershaab
|
c999baf7ed
Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense.
|
5 vuotta sitten |
AzaezelX
|
0c7811bd1a
shift pbrconfig to ORM
|
5 vuotta sitten |
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 vuotta sitten |
AzaezelX
|
206d86f1bb
.. we do however appear to need to swizzle DX vert colors...
|
5 vuotta sitten |
AzaezelX
|
f956c17f3b
for normal rendering, if we're translucent, don't use alphatesting. (as a remindernote, the shadowmathook removes MFT_IsTranslucent])
|
5 vuotta sitten |
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 vuotta sitten |
Areloch
|
27ee09e491
Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0
|
5 vuotta sitten |
Areloch
|
ac77315e29
Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0
|
5 vuotta sitten |
AzaezelX
|
bd21a207ef
largely based on work by @rextimmy: add premultiplied alpha
|
5 vuotta sitten |
Areloch
|
60d0e73190
Enabled probe viz item for live updates of probes when working with them(auto-baking while on)
|
5 vuotta sitten |
Areloch
|
72ceede272
Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.
|
5 vuotta sitten |
Areloch
|
c74b669f5e
Removed redundant 'load last edited level' startup mode to editor.
|
5 vuotta sitten |
AzaezelX
|
2e56645f13
shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame)
|
6 vuotta sitten |
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 vuotta sitten |
AzaezelX
|
65cbf49c4a
backend specularMap to PBRConfigMap alts.
|
6 vuotta sitten |
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 vuotta sitten |
Areloch
|
2f68fdae5e
Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0_w_translucencyWIP
|
6 vuotta sitten |
Areloch
|
ebe2c2dead
Add vector light support to forward materials.
|
6 vuotta sitten |
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 vuotta sitten |
AzaezelX
|
bc77ff0833
Revert "Updated SDL, Bullet and OpenAL soft libs"
|
6 vuotta sitten |
AzaezelX
|
63be684474
Merge branch 'Preview4_0' into alpha40translucency2
|
6 vuotta sitten |