Areloch
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7567ca10c3
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.
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8 vuotta sitten |
Areloch
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0801a3cca8
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
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8 vuotta sitten |
Areloch
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7e5e3b5105
Removes Direct3D9 functionality.
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8 vuotta sitten |
Areloch
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1bfdb41694
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 vuotta sitten |
Areloch
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d680dc9934
Initial implementation of the new Base Game Template and some starting modules.
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8 vuotta sitten |
Azaezel
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a5755be681
factoring in tangentW casues parallax (but not normals) to swap specular highlight directions. removed that, as well as a prior attempted workaround.
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9 vuotta sitten |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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9 vuotta sitten |
Areloch
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95ab3a33a5
Merge pull request #719 from rextimmy/dxtnm-parallax-fix
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10 vuotta sitten |
LuisAntonRebollo
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1ac8fab884
Changes for get necesary sampler names for OpenGL shaders.
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11 vuotta sitten |
rextimmy
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3c56bf3a56
Fix to allow parallax mapping with dxtnm textures via the red channel.
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11 vuotta sitten |
DavidWyand-GG
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7dbfe6994d
Engine directory for ticket #1
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13 vuotta sitten |