AtomicWalrus
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13fec9bb80
Squashed commit of the following:
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2 anni fa |
AzaezelX
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1dd8149074
cleanups for terrain blending
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2 anni fa |
Robert MacGregor
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5d26dba7da
* BugFix: Clear some MSVC compiler warnings.
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4 anni fa |
Areloch
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5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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4 anni fa |
Lukas Aldershaab
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481e2a7230
Improve terrain rendering, handle bug with no detail
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4 anni fa |
Lukas Aldershaab
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60a10f4334
Add global blendDepth slider and update default blendDepth for mats
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4 anni fa |
Lukas Aldershaab
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1ffec9ab56
Add blend contrast slider
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4 anni fa |
Lukas Aldershaab
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3c8d07a03e
Cleanup and fixes
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4 anni fa |
Lukas Aldershaab
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4f472bf402
New terrain blending
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4 anni fa |
Lukas Aldershaab
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87dd7ffc4a
Implement Singlepass Terrain Render
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4 anni fa |
Lukas Aldershaab
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49a8c0ad36
Fix ORM maps in terrain textures
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4 anni fa |
Brian Roberts
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d50f1f0b81
Merge pull request #342 from lukaspj/fix/replace-dstrcmp
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5 anni fa |
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 anni fa |
AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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5 anni fa |
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 anni fa |
AzaezelX
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4a88d7a4e4
adress #221 crash surpress macromap
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5 anni fa |
AzaezelX
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c2e74f375a
uninitialized variables-terrain
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5 anni fa |
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 anni fa |
Areloch
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c283295f22
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
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6 anni fa |
Azaezel
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daef7aa128
debug spew cleanup
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7 anni fa |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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7 anni fa |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 anni fa |
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 anni fa |
Areloch
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dc5e502dec
Initial implementation of Custom Shader Features.
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8 anni fa |
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 anni fa |
Areloch
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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8 anni fa |
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 anni fa |
RexTimmy
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d46f82ef1d
re-enable face culling for the terrain
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9 anni fa |
Azaezel
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fbfd3ed8ed
clang: constructor initialization order
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9 anni fa |
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 anni fa |