Commit History

Author SHA1 Message Date
  AzaezelX 8ce207561e revert a bit causing crashes on certain 'nix boxes. 4 years ago
  AzaezelX 21c17d0ed1 cleanups for shadergen and the visibility feature 4 years ago
  AzaezelX 2287c28d32 be clear where we're referencing gbuffer render targets 4 years ago
  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 years ago
  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 years ago
  Brian Roberts d50f1f0b81 Merge pull request #342 from lukaspj/fix/replace-dstrcmp 5 years ago
  Lukas Aldershaab 197a62f6ea Convert dStrcmp to String::compare for more cases 5 years ago
  AzaezelX 0c7811bd1a shift pbrconfig to ORM 5 years ago
  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 years ago
  AzaezelX 6859cbe308 adress #16 - don't need to swizzle vert colors 5 years ago
  AzaezelX f956c17f3b for normal rendering, if we're translucent, don't use alphatesting. (as a remindernote, the shadowmathook removes MFT_IsTranslucent]) 5 years ago
  Areloch 27ee09e491 Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0 5 years ago
  Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 5 years ago
  AzaezelX bd21a207ef largely based on work by @rextimmy: add premultiplied alpha 6 years ago
  AzaezelX 2e56645f13 shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame) 6 years ago
  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 years ago
  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 years ago
  Areloch e7bf49e801 Moved unneeded modules to Templates/Modules 6 years ago
  AzaezelX 4d714091b7 missed a few conversions 6 years ago
  AzaezelX 01f6938746 nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box. 6 years ago
  Brian Roberts 47640420ca mac compilation correction - don't use Class:Class constructors 6 years ago
  AzaezelX dd1470202d Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP 6 years ago
  AzaezelX 98a3ff604a nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries) 6 years ago
  AzaezelX d2a01ece03 gl conversionwork - forward lit variant. do note, crashs with 6 years ago
  Azaezel b50f72b109 set gl vertcolor mapping to bgra format, the same as we do for stateblocks 6 years ago
  Azaezel 518bcaaabf from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw) 7 years ago
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 years ago
  Azaezel 02541ab1f9 shader hooks and gen cleanups 7 years ago
  Areloch 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. 8 years ago
  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 years ago