Cronologia Commit

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