Jeff Hutchinson
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24bf807713
various shadergen fixes.
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4 ani în urmă |
AzaezelX
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42e90ad3fb
RTLightingFeat work.
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4 ani în urmă |
AzaezelX
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661a192e87
orderfix for RTLightingFeatHLSL vert vs pixel shader. the order needs to match, same as network comunicating
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4 ani în urmă |
Jeff Hutchinson
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e784b0140c
Let's fix the texcoord alignment for RT Lighting.
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4 ani în urmă |
AzaezelX
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8ce207561e
revert a bit causing crashes on certain 'nix boxes.
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4 ani în urmă |
AzaezelX
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21c17d0ed1
cleanups for shadergen and the visibility feature
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4 ani în urmă |
AzaezelX
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2287c28d32
be clear where we're referencing gbuffer render targets
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4 ani în urmă |
AzaezelX
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594c4f65c7
bad constructor usage! bad! GCC no like!
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4 ani în urmă |
AzaezelX
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438e6cbb3c
fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter
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4 ani în urmă |
Areloch
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6a3603c737
Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene.
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5 ani în urmă |
Brian Roberts
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d50f1f0b81
Merge pull request #342 from lukaspj/fix/replace-dstrcmp
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5 ani în urmă |
Lukas Aldershaab
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c999baf7ed
Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense.
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5 ani în urmă |
AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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5 ani în urmă |
AzaezelX
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454192ed02
from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog
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5 ani în urmă |
AzaezelX
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206d86f1bb
.. we do however appear to need to swizzle DX vert colors...
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5 ani în urmă |
AzaezelX
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f956c17f3b
for normal rendering, if we're translucent, don't use alphatesting. (as a remindernote, the shadowmathook removes MFT_IsTranslucent])
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5 ani în urmă |
Areloch
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f7b891442a
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
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6 ani în urmă |
Areloch
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27ee09e491
Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0
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6 ani în urmă |
Areloch
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ac77315e29
Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0
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6 ani în urmă |
AzaezelX
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bd21a207ef
largely based on work by @rextimmy: add premultiplied alpha
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6 ani în urmă |
Areloch
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60d0e73190
Enabled probe viz item for live updates of probes when working with them(auto-baking while on)
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6 ani în urmă |
Areloch
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72ceede272
Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.
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6 ani în urmă |
Areloch
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c74b669f5e
Removed redundant 'load last edited level' startup mode to editor.
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6 ani în urmă |
AzaezelX
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2e56645f13
shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame)
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6 ani în urmă |
AzaezelX
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ad216abc02
cleans up a few more spots of various variables that ammount to the "PBRConfig" in the end, as well as a MFT_isDeferred test for determining if that's stored off as a temp-val or in the gbuffer. though seem to have forgotten a catch, as it's not finding the MFT_PBRConfigMap feature and falling back to recreation come time to process MFT_ReflectionProbes
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6 ani în urmă |
AzaezelX
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65cbf49c4a
backend specularMap to PBRConfigMap alts.
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6 ani în urmă |
Areloch
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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
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6 ani în urmă |
Areloch
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2f68fdae5e
Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0_w_translucencyWIP
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6 ani în urmă |
Areloch
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ebe2c2dead
Add vector light support to forward materials.
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6 ani în urmă |
AzaezelX
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b6c28638b0
crashfix: we don't actually need the texture coordinates for forward lit surface creation. at that point, the rest of the shader features have already filled out the info being looked up from the gbuffer for deferred. (was triggering errors with float2 vs float3 coord entries for terrain)
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6 ani în urmă |