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