Commit History

Автор SHA1 Съобщение Дата
  AzaezelX 0c7811bd1a shift pbrconfig to ORM преди 5 години
  AzaezelX b81b4c61a5 clean up leftover interlaced prepass experimental code. преди 5 години
  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 преди 5 години
  Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 преди 5 години
  Areloch 72ceede272 Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging. преди 5 години
  AzaezelX d034895e8f shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization) преди 6 години
  AzaezelX 8fac88dadc more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature преди 6 години
  AzaezelX bfccfca0ce more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though... преди 6 години
  AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts. преди 6 години
  AzaezelX 57ee1882fa strip out unused pixspecular to cut down on sources of confusion преди 6 години
  Tim Barnes 9e65e940d0 lighting single buffer преди 7 години
  Areloch b19a4b22c8 Implementation of reflection and skylight probes. преди 7 години
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. преди 7 години
  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 преди 8 години
  Areloch edd1e0a270 Removes Direct3D9 functionality. преди 8 години
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. преди 8 години
  James Urquhart 3496c549b5 Hardware Skinning Support преди 10 години
  Azaezel 76fe7937ce adresses C4189 warnings ('identifier' : local variable is initialized but not referenced) преди 9 години
  rextimmy 41e5caf22b Direct3D11 Engine/source changes преди 9 години
  Azaezel 196b214eae engine: преди 9 години
  Azaezel ce2964d2d0 diffuse/albedo texture linearization преди 10 години
  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. преди 10 години
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 преди 13 години