Areloch
|
72ceede272
Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.
|
5 年之前 |
AzaezelX
|
57ee1882fa
strip out unused pixspecular to cut down on sources of confusion
|
6 年之前 |
Tim Barnes
|
9e65e940d0
lighting single buffer
|
7 年之前 |
Areloch
|
b19a4b22c8
Implementation of reflection and skylight probes.
|
7 年之前 |
Areloch
|
b4a1d18f42
Core implementation of Physical Based Rendering.
|
7 年之前 |
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 年之前 |
Areloch
|
edd1e0a270
Removes Direct3D9 functionality.
|
8 年之前 |
Areloch
|
af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
|
8 年之前 |
James Urquhart
|
3496c549b5
Hardware Skinning Support
|
10 年之前 |
Azaezel
|
76fe7937ce
adresses C4189 warnings ('identifier' : local variable is initialized but not referenced)
|
9 年之前 |
rextimmy
|
41e5caf22b
Direct3D11 Engine/source changes
|
9 年之前 |
Azaezel
|
196b214eae
engine:
|
9 年之前 |
Azaezel
|
ce2964d2d0
diffuse/albedo texture linearization
|
10 年之前 |
Azaezel
|
c6cdfafe4e
cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar.
|
10 年之前 |
DavidWyand-GG
|
7dbfe6994d
Engine directory for ticket #1
|
13 年之前 |