提交歷史

作者 SHA1 備註 提交日期
  Brian Roberts d50f1f0b81 Merge pull request #342 from lukaspj/fix/replace-dstrcmp 5 年之前
  Lukas Aldershaab 197a62f6ea Convert dStrcmp to String::compare for more cases 5 年之前
  AzaezelX 0c7811bd1a shift pbrconfig to ORM 5 年之前
  AzaezelX 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 5 年之前
  AzaezelX 6859cbe308 adress #16 - don't need to swizzle vert colors 5 年之前
  AzaezelX f956c17f3b for normal rendering, if we're translucent, don't use alphatesting. (as a remindernote, the shadowmathook removes MFT_IsTranslucent]) 5 年之前
  Areloch 27ee09e491 Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0 5 年之前
  Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 5 年之前
  AzaezelX bd21a207ef largely based on work by @rextimmy: add premultiplied alpha 5 年之前
  AzaezelX 2e56645f13 shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame) 6 年之前
  AzaezelX 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 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
  Areloch e7bf49e801 Moved unneeded modules to Templates/Modules 6 年之前
  AzaezelX 4d714091b7 missed a few conversions 6 年之前
  AzaezelX 01f6938746 nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box. 6 年之前
  Brian Roberts 47640420ca mac compilation correction - don't use Class:Class constructors 6 年之前
  AzaezelX dd1470202d Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP 6 年之前
  AzaezelX 98a3ff604a nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries) 6 年之前
  AzaezelX d2a01ece03 gl conversionwork - forward lit variant. do note, crashs with 6 年之前
  Azaezel b50f72b109 set gl vertcolor mapping to bgra format, the same as we do for stateblocks 6 年之前
  Azaezel 518bcaaabf from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw) 7 年之前
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 年之前
  Azaezel 02541ab1f9 shader hooks and gen cleanups 7 年之前
  Areloch 8c807485b1 Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds. 8 年之前
  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 年之前
  Areloch edd1e0a270 Removes Direct3D9 functionality. 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
  Areloch 1ed8b05169 Initial implementation of the new Base Game Template and some starting modules. 8 年之前
  Azaezel c6e2563a38 went overzealous on the bitangent cleanup when reviewing parallax. the W multiplier can and should stay. the y flip can remain gone. 8 年之前
  Azaezel a5755be681 factoring in tangentW casues parallax (but not normals) to swap specular highlight directions. removed that, as well as a prior attempted workaround. 8 年之前