Commit History

作者 SHA1 備註 提交日期
  AzaezelX b81b4c61a5 clean up leftover interlaced prepass experimental code. 5 年之前
  AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts. 6 年之前
  Areloch 01f562b9e5 Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right 6 年之前
  AzaezelX 57ee1882fa strip out unused pixspecular to cut down on sources of confusion 6 年之前
  AzaezelX 98a3ff604a nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries) 6 年之前
  Areloch b19a4b22c8 Implementation of reflection and skylight probes. 7 年之前
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 年之前
  Azaezel 33ebe34440 more gfx shadowvar cleanups 7 年之前
  Areloch adb875cb54 Conflict resolution with devhead. 8 年之前
  Areloch edd1e0a270 Removes Direct3D9 functionality. 8 年之前
  Areloch ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 年之前
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 年之前
  rextimmy 41e5caf22b Direct3D11 Engine/source changes 9 年之前
  Azaezel 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 9 年之前
  LuisAntonRebollo ae3128b28b DeferredBumpFeat order of operations corrections. Clean. 10 年之前
  Azaezel ea29f5203d DeferredBumpFeat order of operations corrections 10 年之前
  Azaezel c6cdfafe4e cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. 10 年之前
  LuisAntonRebollo 1d3f3fdfe4 Fix OpenGL changes formating. 11 年之前
  Azaezel 2e112802e5 DeferredMinnaert feautre was missing samplernames 11 年之前
  LuisAntonRebollo 1ac8fab884 Changes for get necesary sampler names for OpenGL shaders. 11 年之前
  Azaezel 52ef23d0ec clipping the lighting result via ciel was causing banding issues with specular maps with alpha channels. rev2. also addresses the warning: 11 年之前
  DavidWyand-GG 17113d3ba5 Blinn-Phong Specular Changes 12 年之前
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 13 年之前