Historique des commits

Auteur SHA1 Message Date
  AzaezelX fe26ffc375 shift capturing from a globalMacro to a sceneRenderstate S32 il y a 1 an
  marauder2k7 efbe5e90f5 virtuals removed il y a 1 an
  AzaezelX d23ee397e6 adds wetness il y a 2 ans
  rextimmy 5a933c00d3 Removed old fixed function code from GFX. il y a 4 ans
  AzaezelX 0c7811bd1a shift pbrconfig to ORM il y a 5 ans
  Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. il y a 5 ans
  AzaezelX 070a9845a2 preliminary glowmap+glowmul feature augmentation math il y a 6 ans
  AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts. il y a 6 ans
  AzaezelX 022b87cac2 from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces. il y a 6 ans
  Areloch af77444ec9 Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0 il y a 6 ans
  Areloch af14de2bb7 Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. il y a 6 ans
  Areloch 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development il y a 6 ans
  Areloch c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development il y a 6 ans
  Areloch f110158654 Probe Array WIP il y a 6 ans
  Tim Barnes 9a39afa0eb reflection probe updates il y a 7 ans
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. il y a 7 ans
  Areloch 39f86d8c30 asdasd il y a 8 ans
  Areloch 9a5700addc Handler binding on a scene level working il y a 8 ans
  Areloch 70c154c7d3 Implement of the shader consts binding. il y a 8 ans
  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 il y a 8 ans
  James Urquhart 3496c549b5 Hardware Skinning Support il y a 10 ans
  rextimmy 41e5caf22b Direct3D11 Engine/source changes il y a 9 ans
  Azaezel 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: il y a 9 ans
  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. il y a 10 ans
  DavidWyand-GG 17113d3ba5 Blinn-Phong Specular Changes il y a 12 ans
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 il y a 13 ans