Cronologia Commit

Autore SHA1 Messaggio Data
  Areloch a552471e4e Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously 6 anni fa
  Areloch 17cec11b97 Added refactor of Editor Settings window 6 anni fa
  Areloch 8196ad9d32 Removed old code that set the BRDF texture and caused a texture profile conflict with the probe array post effect, leading to a crash. 6 anni fa
  Areloch 3fa7a0d4fa Various fixes 6 anni fa
  Areloch cedbd387d9 Updating BaseGame to work with PBR, and a PBR example module 6 anni fa
  AzaezelX ae752a04e8 remed out stray code cleanups, added more remmed out code for referencing the way defered calculates bbminmax (as a percentage of the probes actual scale so folks can just copypaste most times) 6 anni fa
  Areloch bd170b5abe WIP of forward probe scoring. 6 anni fa
  Areloch 4e557aec83 Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well. 6 anni fa
  Areloch 65fb8bc5f3 Ongoing fiddling with correcting the forward render behavior. 6 anni fa
  Areloch 6db975e81c random testing bits trying to isolate remaining forward issues. 6 anni fa
  AzaezelX 404cb929c1 we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance 6 anni fa
  AzaezelX b5436b6cb7 tweaked the updating behavior in the probe manager so calling updateProbes just flags a ProbesDirty bool, which is used to kick the update of the static parameters when the bin's render() is called 6 anni fa
  AzaezelX d034ea2be8 no point in resetting effectiveprobecount or mipcount in the compute4probes method. the latter is going to remain a fixed global var to support the cubemap arrays while the latter isn't even used by forward lit (though it likely should be, rather than trying to cook up 2 bound vectors) 6 anni fa
  AzaezelX a0d1a076d5 Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP 6 anni fa
  Areloch 000c7b2263 GL work 6 anni fa
  AzaezelX 0cd8948fcf stray var killoffs 6 anni fa
  AzaezelX 15ca6eabb4 cleanup duplicate var, and constructor-init skylight shaderconsts 6 anni fa
  Areloch c025760422 Majority of forward work. Some state/register count issues and further testing required. 6 anni fa
  Areloch afb5a589c3 Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl 6 anni fa
  Azaezel 5703618dc0 shift bbminmax to relative when sent to the gpu so folks can stick to realworld values 6 anni fa
  Areloch e2b194182c Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes. 6 anni fa
  Areloch 1627cbabe6 ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays 6 anni fa
  Areloch 26471aaa77 WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 6 anni fa
  Azaezel ba8948a5b1 hook up attenuation value. todo: sort networkjing properly 6 anni fa
  Azaezel df6b7f3351 put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness. 6 anni fa
  Azaezel 04a6130df8 sync correction 6 anni fa
  Azaezel caf73ea84f Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP 6 anni fa
  Areloch 2bf67f7fa5 Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax. 6 anni fa
  Azaezel edcdd21379 suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation) 6 anni fa
  Areloch 70d85d2241 Begun hook-in of skylight into array 6 anni fa