AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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5 年之前 |
AzaezelX
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4a88d7a4e4
adress #221 crash surpress macromap
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5 年之前 |
AzaezelX
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494049c4f6
typofix in opengl terrain shadergen
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5 年之前 |
AzaezelX
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9beaba0e60
HACKALERT: eat the low bit of the depth map to store off a copy of the blend total for norm|depth layer blending when layers exceed single passes. really should hunt down root causality there...
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5 年之前 |
AzaezelX
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596dcb935d
general cleanup GLSL side for terrain
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5 年之前 |
AzaezelX
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fb67458eaf
fix terrain default values when not applying a pbrConfigMap
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6 年之前 |
Azaezel
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b3805fe778
Merge branch 'terrainNormalNeener' into PBR_PR
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7 年之前 |
Brian Roberts
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6ba442bf07
Update terrFeatureGLSL.cpp
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7 年之前 |
Azaezel
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2c0a57449e
filter out pixel shader normalmap calcs when not in deferred mode.
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7 年之前 |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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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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2e2e08f32d
terrain file I/O and opengl rendering cleanup
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7 年之前 |
Areloch
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88a94342f8
Merge pull request #2051 from lukaspj/correct-terrain-colors-linear
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8 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 |
Lukas Jørgensen
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0b9aede7a2
Fix for terrain detail color blending post-linearization
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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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598fb758f3
embeds blendtotal into the low bit for the normal|depth buffer for terrains to support multi-pass blending.
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9 年之前 |
Azaezel
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a0c0f5766f
adresses #1704: partial reversion to 3.8 specs regarding layer blending.
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9 年之前 |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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9 年之前 |
Anis
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7bba3ee2de
pushed a forgotten feature on OpenGL terrrain.
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9 年之前 |
Areloch
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908be4818f
Merge pull request #1519 from Azaezel/deferredShading
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9 年之前 |
rextimmy
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2383e8e43e
Fix for TerrainFeatGLSL getProcessIndex() signed mismatch
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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 |
Areloch
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b1d2ba8412
Merge pull request #1379 from Azaezel/C4189
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10 年之前 |
Areloch
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71c19a6151
Companion PR to #719
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10 年之前 |
Azaezel
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555610f69f
Addresses roughly half of the C4189 errors though the following methodologies:
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10 年之前 |