تاریخچه Commit ها

نویسنده SHA1 پیام تاریخ
  Areloch a552471e4e Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously 6 سال پیش
  Areloch 17cec11b97 Added refactor of Editor Settings window 6 سال پیش
  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 سال پیش
  Areloch 3fa7a0d4fa Various fixes 6 سال پیش
  Areloch cedbd387d9 Updating BaseGame to work with PBR, and a PBR example module 6 سال پیش
  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 سال پیش
  Areloch bd170b5abe WIP of forward probe scoring. 6 سال پیش
  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 سال پیش
  Areloch 65fb8bc5f3 Ongoing fiddling with correcting the forward render behavior. 6 سال پیش
  Areloch 6db975e81c random testing bits trying to isolate remaining forward issues. 6 سال پیش
  AzaezelX 404cb929c1 we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance 6 سال پیش
  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 سال پیش
  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 سال پیش
  AzaezelX a0d1a076d5 Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP 6 سال پیش
  Areloch 000c7b2263 GL work 6 سال پیش
  AzaezelX 0cd8948fcf stray var killoffs 6 سال پیش
  AzaezelX 15ca6eabb4 cleanup duplicate var, and constructor-init skylight shaderconsts 6 سال پیش
  Areloch c025760422 Majority of forward work. Some state/register count issues and further testing required. 6 سال پیش
  Areloch afb5a589c3 Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl 6 سال پیش
  Azaezel 5703618dc0 shift bbminmax to relative when sent to the gpu so folks can stick to realworld values 6 سال پیش
  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 سال پیش
  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 سال پیش
  Areloch 26471aaa77 WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 6 سال پیش
  Azaezel ba8948a5b1 hook up attenuation value. todo: sort networkjing properly 6 سال پیش
  Azaezel df6b7f3351 put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness. 6 سال پیش
  Azaezel 04a6130df8 sync correction 6 سال پیش
  Azaezel caf73ea84f Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP 6 سال پیش
  Areloch 2bf67f7fa5 Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax. 6 سال پیش
  Azaezel edcdd21379 suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation) 6 سال پیش
  Areloch 70d85d2241 Begun hook-in of skylight into array 6 سال پیش