커밋 기록

작성자 SHA1 메시지 날짜
  AzaezelX 0c7811bd1a shift pbrconfig to ORM 5 년 전
  AzaezelX 4a88d7a4e4 adress #221 crash surpress macromap 5 년 전
  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 년 전
  AzaezelX 29a8d5d36c backend support for isSRGB and invSmooth flags, general cleanup HLSL side. left GLSL alone for sxs comparrison while we work out the kinks 5 년 전
  AzaezelX fb67458eaf fix terrain default values when not applying a pbrConfigMap 6 년 전
  Azaezel b3805fe778 Merge branch 'terrainNormalNeener' into PBR_PR 7 년 전
  Brian Roberts 4453a4ad4b Update terrFeatureHLSL.cpp 7 년 전
  Azaezel 2c0a57449e filter out pixel shader normalmap calcs when not in deferred mode. 7 년 전
  Areloch b19a4b22c8 Implementation of reflection and skylight probes. 7 년 전
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 년 전
  Areloch 88a94342f8 Merge pull request #2051 from lukaspj/correct-terrain-colors-linear 8 년 전
  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 년 전
  Lukas Jørgensen 0b9aede7a2 Fix for terrain detail color blending post-linearization 8 년 전
  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 년 전
  Areloch edd1e0a270 Removes Direct3D9 functionality. 8 년 전
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 년 전
  Areloch 1ed8b05169 Initial implementation of the new Base Game Template and some starting modules. 8 년 전
  Azaezel 598fb758f3 embeds blendtotal into the low bit for the normal|depth buffer for terrains to support multi-pass blending. 9 년 전
  Azaezel a0c0f5766f adresses #1704: partial reversion to 3.8 specs regarding layer blending. 9 년 전
  rextimmy 41e5caf22b Direct3D11 Engine/source changes 9 년 전
  Areloch 908be4818f Merge pull request #1519 from Azaezel/deferredShading 9 년 전
  rextimmy 36daca8d8e Corrected FeatureSet::getNextFeatureIndex and ShaderFeature::getProcessIndex signed mismatch. 9 년 전
  Azaezel 196b214eae engine: 9 년 전
  Azaezel ce2964d2d0 diffuse/albedo texture linearization 10 년 전
  Areloch b1d2ba8412 Merge pull request #1379 from Azaezel/C4189 10 년 전
  Areloch 95ab3a33a5 Merge pull request #719 from rextimmy/dxtnm-parallax-fix 10 년 전
  Azaezel 555610f69f Addresses roughly half of the C4189 errors though the following methodologies: 10 년 전
  Daniel Buckmaster 69f2efab8f Merge remote-tracking branch 'lukaspj/Fuzzy-texture-border-fix' into release-3.7 10 년 전
  LukasPJ a3f08df9e3 Fix for fuzzy borders 10 년 전
  LuisAntonRebollo dd08fd2e7d Add OpenGL support. 11 년 전