Commit történet

Szerző SHA1 Üzenet Dátum
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 éve
  Areloch 212fc80dfc Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum. 8 éve
  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 éve
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 éve
  James Urquhart f91aa639d6 Remove projection offset, add the hmd head matrix. Also tidy up a few things. 9 éve
  Azaezel 13f00ca79d adds toLinear and toGamma helper functions for ColorF, uses the former in adjusting lights. 9 éve
  rextimmy 41e5caf22b Direct3D11 Engine/source changes 9 éve
  Azaezel 23c4b52e1f courtessy @Lopuska: opengl occlusion query fix 9 éve
  Azaezel 2753f562e8 shadow caching 10 éve
  LuisAntonRebollo 19afd0c22b . 10 éve
  LuisAntonRebollo f166e5286d Fix lighting errors when all lights are disabled. 11 éve
  Azaezel 9e404b3707 kills off the presence of a fake light when there are no others in a given scene 11 éve
  DavidWyand-GG 91e542b8ec SceneCullingState with culling and camera frustum 12 éve
  DavidWyand-GG b32e7688c2 Side by side rendering 12 éve
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 13 éve