AtomicWalrus
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13fec9bb80
Squashed commit of the following:
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2 vuotta sitten |
AzaezelX
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1dd8149074
cleanups for terrain blending
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2 vuotta sitten |
Robert MacGregor
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5d26dba7da
* BugFix: Clear some MSVC compiler warnings.
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4 vuotta sitten |
Areloch
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5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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4 vuotta sitten |
Lukas Aldershaab
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481e2a7230
Improve terrain rendering, handle bug with no detail
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4 vuotta sitten |
Lukas Aldershaab
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60a10f4334
Add global blendDepth slider and update default blendDepth for mats
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4 vuotta sitten |
Lukas Aldershaab
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1ffec9ab56
Add blend contrast slider
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4 vuotta sitten |
Lukas Aldershaab
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3c8d07a03e
Cleanup and fixes
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4 vuotta sitten |
Lukas Aldershaab
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4f472bf402
New terrain blending
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4 vuotta sitten |
Lukas Aldershaab
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87dd7ffc4a
Implement Singlepass Terrain Render
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4 vuotta sitten |
Lukas Aldershaab
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49a8c0ad36
Fix ORM maps in terrain textures
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4 vuotta sitten |
Brian Roberts
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d50f1f0b81
Merge pull request #342 from lukaspj/fix/replace-dstrcmp
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5 vuotta sitten |
Lukas Aldershaab
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c999baf7ed
Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense.
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5 vuotta sitten |
AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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5 vuotta sitten |
Areloch
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8956559bfd
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
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5 vuotta sitten |
AzaezelX
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4a88d7a4e4
adress #221 crash surpress macromap
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5 vuotta sitten |
AzaezelX
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c2e74f375a
uninitialized variables-terrain
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5 vuotta sitten |
AzaezelX
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29a8d5d36c
backend support for isSRGB and invSmooth flags, general cleanup HLSL side. left GLSL alone for sxs comparrison while we work out the kinks
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5 vuotta sitten |
Areloch
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c283295f22
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
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6 vuotta sitten |
Azaezel
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daef7aa128
debug spew cleanup
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7 vuotta sitten |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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7 vuotta sitten |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 vuotta sitten |
Azaezel
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01f0d5cfca
tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places.
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7 vuotta sitten |
Areloch
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dc5e502dec
Initial implementation of Custom Shader Features.
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8 vuotta sitten |
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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8 vuotta sitten |
Areloch
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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8 vuotta sitten |
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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8 vuotta sitten |
RexTimmy
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d46f82ef1d
re-enable face culling for the terrain
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9 vuotta sitten |
Azaezel
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fbfd3ed8ed
clang: constructor initialization order
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9 vuotta sitten |
Azaezel
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598fb758f3
embeds blendtotal into the low bit for the normal|depth buffer for terrains to support multi-pass blending.
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9 vuotta sitten |