Areloch
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0801a3cca8
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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Azaezel
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2753f562e8
shadow caching
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LuisAntonRebollo
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1f8dc19fbe
Fix non OpenGL builds with old projects.
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Azaezel
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c6cdfafe4e
cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar.
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LuisAntonRebollo
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03ffa1ddd3
Merge pull request #925 from BeamNG/shaderdata_samplernames
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LuisAntonRebollo
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1ac8fab884
Changes for get necesary sampler names for OpenGL shaders.
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LuisAntonRebollo
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33742599b3
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
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DavidWyand-GG
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4a11d54609
Partial revert of changes from Pull #125
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DavidWyand-GG
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0047842b33
Fix for Issue #124 for CustomMaterial Refraction
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DavidWyand-GG
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7dbfe6994d
Engine directory for ticket #1
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