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