تاریخچه Commit ها

نویسنده SHA1 پیام تاریخ
  AzaezelX 0c7811bd1a shift pbrconfig to ORM 5 سال پیش
  AzaezelX 4a88d7a4e4 adress #221 crash surpress macromap 5 سال پیش
  AzaezelX 494049c4f6 typofix in opengl terrain shadergen 5 سال پیش
  AzaezelX 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... 5 سال پیش
  AzaezelX 596dcb935d general cleanup GLSL side for terrain 5 سال پیش
  AzaezelX fb67458eaf fix terrain default values when not applying a pbrConfigMap 6 سال پیش
  Azaezel b3805fe778 Merge branch 'terrainNormalNeener' into PBR_PR 7 سال پیش
  Brian Roberts 6ba442bf07 Update terrFeatureGLSL.cpp 7 سال پیش
  Azaezel 2c0a57449e filter out pixel shader normalmap calcs when not in deferred mode. 7 سال پیش
  Areloch b19a4b22c8 Implementation of reflection and skylight probes. 7 سال پیش
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 سال پیش
  Azaezel 2e2e08f32d terrain file I/O and opengl rendering cleanup 7 سال پیش
  Areloch 88a94342f8 Merge pull request #2051 from lukaspj/correct-terrain-colors-linear 8 سال پیش
  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 سال پیش
  Lukas Jørgensen 0b9aede7a2 Fix for terrain detail color blending post-linearization 8 سال پیش
  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 سال پیش
  Areloch edd1e0a270 Removes Direct3D9 functionality. 8 سال پیش
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 سال پیش
  Areloch 1ed8b05169 Initial implementation of the new Base Game Template and some starting modules. 8 سال پیش
  Azaezel 598fb758f3 embeds blendtotal into the low bit for the normal|depth buffer for terrains to support multi-pass blending. 9 سال پیش
  Azaezel a0c0f5766f adresses #1704: partial reversion to 3.8 specs regarding layer blending. 9 سال پیش
  rextimmy 41e5caf22b Direct3D11 Engine/source changes 9 سال پیش
  Anis 7bba3ee2de pushed a forgotten feature on OpenGL terrrain. 9 سال پیش
  Areloch 908be4818f Merge pull request #1519 from Azaezel/deferredShading 9 سال پیش
  rextimmy 2383e8e43e Fix for TerrainFeatGLSL getProcessIndex() signed mismatch 9 سال پیش
  Azaezel 196b214eae engine: 9 سال پیش
  Azaezel ce2964d2d0 diffuse/albedo texture linearization 10 سال پیش
  Areloch b1d2ba8412 Merge pull request #1379 from Azaezel/C4189 10 سال پیش
  Areloch 71c19a6151 Companion PR to #719 10 سال پیش
  Azaezel 555610f69f Addresses roughly half of the C4189 errors though the following methodologies: 10 سال پیش