提交历史

作者 SHA1 备注 提交日期
  Brian Roberts d50f1f0b81 Merge pull request #342 from lukaspj/fix/replace-dstrcmp 5 年之前
  Lukas Aldershaab c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 5 年之前
  AzaezelX 0c7811bd1a shift pbrconfig to ORM 5 年之前
  Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 5 年之前
  AzaezelX 4a88d7a4e4 adress #221 crash surpress macromap 5 年之前
  AzaezelX c2e74f375a uninitialized variables-terrain 5 年之前
  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 年之前
  Areloch c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 6 年之前
  Azaezel daef7aa128 debug spew cleanup 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
  Azaezel 01f0d5cfca tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places. 7 年之前
  Areloch dc5e502dec Initial implementation of Custom Shader Features. 8 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 ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 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
  RexTimmy d46f82ef1d re-enable face culling for the terrain 9 年之前
  Azaezel fbfd3ed8ed clang: constructor initialization order 9 年之前
  Azaezel 598fb758f3 embeds blendtotal into the low bit for the normal|depth buffer for terrains to support multi-pass blending. 9 年之前
  Azaezel 196b214eae engine: 9 年之前
  LuisAntonRebollo 7962eef7dd Revert - Merge pull request #962 Fix OpenGL new terrain blend 11 年之前
  LuisAntonRebollo ff83e8c209 Merge remote-tracking branch 'GG-Github/development' into fix_opengl_new_terrain_blend 11 年之前
  LuisAntonRebollo 2f8d18c0c0 Merge pull request #929 from BeamNG/remove_old_opengl_code 11 年之前
  Anis A. Hireche a954daa43f terrain_blending_opengl_port_from_lukas_code 11 年之前
  LuisAntonRebollo 1ac8fab884 Changes for get necesary sampler names for OpenGL shaders. 11 年之前
  LuisAntonRebollo f101fbe820 Remove unnecesary code for handle OpenGL. 11 年之前
  xoltan add2f8cb47 Terrain Macro Texture 12 年之前
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 13 年之前