تاریخچه Commit ها

نویسنده SHA1 پیام تاریخ
  AzaezelX fe26ffc375 shift capturing from a globalMacro to a sceneRenderstate S32 1 سال پیش
  AzaezelX d23ee397e6 adds wetness 2 سال پیش
  JeffR 79eebdd5f3 Cleaned and repacked work to update the probe bin and reflection probe behavior to clean and standardize it. 3 سال پیش
  Areloch 6a3603c737 Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene. 5 سال پیش
  AzaezelX 0c7811bd1a shift pbrconfig to ORM 5 سال پیش
  AzaezelX 070a9845a2 preliminary glowmap+glowmul feature augmentation math 6 سال پیش
  AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts. 6 سال پیش
  AzaezelX 022b87cac2 from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces. 6 سال پیش
  Areloch ebe2c2dead Add vector light support to forward materials. 6 سال پیش
  Areloch e87dc787ee Corrected probe init'ing so they don't fight for the cubemap idx order 6 سال پیش
  AzaezelX 01f6938746 nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box. 6 سال پیش
  Areloch af77444ec9 Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0 6 سال پیش
  Areloch 4e557aec83 Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well. 6 سال پیش
  Areloch afb5a589c3 Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl 6 سال پیش
  Areloch f110158654 Probe Array WIP 6 سال پیش
  Tim Barnes 9a39afa0eb reflection probe updates 7 سال پیش
  Areloch b19a4b22c8 Implementation of reflection and skylight probes. 7 سال پیش
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 سال پیش
  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 سال پیش
  Azaezel 196b214eae engine: 9 سال پیش
  DavidWyand-GG 17113d3ba5 Blinn-Phong Specular Changes 12 سال پیش
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 13 سال پیش