コミット履歴

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