AzaezelX
|
fe26ffc375
shift capturing from a globalMacro to a sceneRenderstate S32
|
1 tahun lalu |
marauder2k7
|
efbe5e90f5
virtuals removed
|
1 tahun lalu |
AzaezelX
|
d23ee397e6
adds wetness
|
2 tahun lalu |
rextimmy
|
5a933c00d3
Removed old fixed function code from GFX.
|
4 tahun lalu |
AzaezelX
|
0c7811bd1a
shift pbrconfig to ORM
|
5 tahun lalu |
Areloch
|
8956559bfd
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
|
5 tahun lalu |
AzaezelX
|
070a9845a2
preliminary glowmap+glowmul feature augmentation math
|
6 tahun lalu |
AzaezelX
|
65cbf49c4a
backend specularMap to PBRConfigMap alts.
|
6 tahun lalu |
AzaezelX
|
022b87cac2
from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces.
|
6 tahun lalu |
Areloch
|
af77444ec9
Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
|
6 tahun lalu |
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.
|
6 tahun lalu |
Areloch
|
3697737498
Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development
|
6 tahun lalu |
Areloch
|
c283295f22
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
|
6 tahun lalu |
Areloch
|
f110158654
Probe Array WIP
|
6 tahun lalu |
Tim Barnes
|
9a39afa0eb
reflection probe updates
|
7 tahun lalu |
Areloch
|
b4a1d18f42
Core implementation of Physical Based Rendering.
|
7 tahun lalu |
Areloch
|
39f86d8c30
asdasd
|
8 tahun lalu |
Areloch
|
9a5700addc
Handler binding on a scene level working
|
8 tahun lalu |
Areloch
|
70c154c7d3
Implement of the shader consts binding.
|
8 tahun lalu |
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 tahun lalu |
James Urquhart
|
3496c549b5
Hardware Skinning Support
|
10 tahun lalu |
rextimmy
|
41e5caf22b
Direct3D11 Engine/source changes
|
9 tahun lalu |
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 tahun lalu |
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 tahun lalu |
DavidWyand-GG
|
17113d3ba5
Blinn-Phong Specular Changes
|
12 tahun lalu |
DavidWyand-GG
|
7dbfe6994d
Engine directory for ticket #1
|
13 tahun lalu |