AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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преди 5 години |
AzaezelX
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b81b4c61a5
clean up leftover interlaced prepass experimental code.
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преди 5 години |
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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преди 5 години |
Areloch
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ac77315e29
Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0
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преди 5 години |
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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преди 5 години |
AzaezelX
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d034895e8f
shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization)
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преди 6 години |
AzaezelX
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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
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преди 6 години |
AzaezelX
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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...
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преди 6 години |
AzaezelX
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65cbf49c4a
backend specularMap to PBRConfigMap alts.
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преди 6 години |
AzaezelX
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57ee1882fa
strip out unused pixspecular to cut down on sources of confusion
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преди 6 години |
Tim Barnes
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9e65e940d0
lighting single buffer
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преди 7 години |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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преди 7 години |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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преди 7 години |
Areloch
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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
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преди 8 години |
Areloch
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edd1e0a270
Removes Direct3D9 functionality.
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преди 8 години |
Areloch
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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преди 8 години |
James Urquhart
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3496c549b5
Hardware Skinning Support
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преди 10 години |
Azaezel
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76fe7937ce
adresses C4189 warnings ('identifier' : local variable is initialized but not referenced)
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преди 9 години |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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преди 9 години |
Azaezel
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196b214eae
engine:
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преди 9 години |
Azaezel
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ce2964d2d0
diffuse/albedo texture linearization
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преди 10 години |
Azaezel
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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.
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преди 10 години |
DavidWyand-GG
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7dbfe6994d
Engine directory for ticket #1
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преди 13 години |