Histórico de Commits

Autor SHA1 Mensagem Data
  Brian Roberts b6f3c25fea Merge pull request #968 from AtomicWalrus/TerrainMacroAndBlendHardness_PR há 2 anos atrás
  AtomicWalrus 13fec9bb80 Squashed commit of the following: há 2 anos atrás
  AtomicWalrus 8c04446893 Fix height blending detail color doubling when no normal há 2 anos atrás
  AzaezelX 747dd3ecd4 terrain safeties há 2 anos atrás
  AzaezelX 4203c4d064 since the baseline assumptions now recievesshadows defaults to on, set it so for terrains há 2 anos atrás
  AzaezelX 1dd8149074 cleanups for terrain blending há 2 anos atrás
  JeffR 434c6c26fe A clean implementation of Lukas' Fix side projection #684 PR with Az's addendum fix rolled in há 3 anos atrás
  AzaezelX 5682bafb29 kills off that second buffer in terrain rendering when in forward mode há 4 anos atrás
  Lukas Aldershaab 481e2a7230 Improve terrain rendering, handle bug with no detail há 4 anos atrás
  Lukas Aldershaab 6f57aa51d2 Add 0.5f term back to contrast calculation há 4 anos atrás
  Lukas Aldershaab 9cac064be8 Avoid negative heights in texture blending há 4 anos atrás
  Lukas Aldershaab 10ed852dd2 Remove baseline component from contrast há 4 anos atrás
  Lukas Aldershaab 3c165b7d45 Update blendContrast, add glsl support há 4 anos atrás
  Lukas Aldershaab 1ffec9ab56 Add blend contrast slider há 4 anos atrás
  Lukas Aldershaab 3c8d07a03e Cleanup and fixes há 4 anos atrás
  Lukas Aldershaab 4f472bf402 New terrain blending há 4 anos atrás
  Lukas Aldershaab 87dd7ffc4a Implement Singlepass Terrain Render há 4 anos atrás
  Lukas Aldershaab 49a8c0ad36 Fix ORM maps in terrain textures há 4 anos atrás
  AzaezelX 0c7811bd1a shift pbrconfig to ORM há 5 anos atrás
  AzaezelX 4a88d7a4e4 adress #221 crash surpress macromap há 5 anos atrás
  AzaezelX 9beaba0e60 HACKALERT: eat the low bit of the depth map to store off a copy of the blend total for norm|depth layer blending when layers exceed single passes. really should hunt down root causality there... há 5 anos atrás
  AzaezelX 29a8d5d36c backend support for isSRGB and invSmooth flags, general cleanup HLSL side. left GLSL alone for sxs comparrison while we work out the kinks há 5 anos atrás
  AzaezelX fb67458eaf fix terrain default values when not applying a pbrConfigMap há 6 anos atrás
  Azaezel b3805fe778 Merge branch 'terrainNormalNeener' into PBR_PR há 7 anos atrás
  Brian Roberts 4453a4ad4b Update terrFeatureHLSL.cpp há 7 anos atrás
  Azaezel 2c0a57449e filter out pixel shader normalmap calcs when not in deferred mode. há 7 anos atrás
  Areloch b19a4b22c8 Implementation of reflection and skylight probes. há 7 anos atrás
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. há 7 anos atrás
  Areloch 88a94342f8 Merge pull request #2051 from lukaspj/correct-terrain-colors-linear há 8 anos atrás
  Areloch 8c807485b1 Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds. há 8 anos atrás