Areloch
|
ebb51bb178
Catch the template files up and add the improved convex editor bits.
|
6 年之前 |
Areloch
|
3697737498
Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development
|
6 年之前 |
Areloch
|
c283295f22
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
|
6 年之前 |
AzaezelX
|
57ee1882fa
strip out unused pixspecular to cut down on sources of confusion
|
6 年之前 |
Areloch
|
2abdef7459
Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
|
6 年之前 |
Tim Barnes
|
9a39afa0eb
reflection probe updates
|
7 年之前 |
Areloch
|
b19a4b22c8
Implementation of reflection and skylight probes.
|
7 年之前 |
Areloch
|
b4a1d18f42
Core implementation of Physical Based Rendering.
|
7 年之前 |
Azaezel
|
33ebe34440
more gfx shadowvar cleanups
|
7 年之前 |
Areloch
|
39f86d8c30
asdasd
|
8 年之前 |
Areloch
|
9a5700addc
Handler binding on a scene level working
|
8 年之前 |
Areloch
|
7219899287
Working on shader const binding
|
8 年之前 |
Areloch
|
70c154c7d3
Implement of the shader consts binding.
|
8 年之前 |
Areloch
|
dc5e502dec
Initial implementation of Custom Shader Features.
|
8 年之前 |
Areloch
|
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
|
8 年之前 |
Areloch
|
af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
|
8 年之前 |
Anis
|
5d38357785
Merge pull request #1636 from Azaezel/TranslucentTargetTweak
|
9 年之前 |
James Urquhart
|
3496c549b5
Hardware Skinning Support
|
10 年之前 |
Azaezel
|
702e63cb0c
puts forward-lit #targetname assignment of faux diffuse maps back
|
9 年之前 |
Azaezel
|
00cc949011
reimplements a form of subsurface scattering
|
9 年之前 |
Areloch
|
6a40b8bb84
Merge pull request #1559 from rextimmy/dx11_clean
|
9 年之前 |
rextimmy
|
41e5caf22b
Direct3D11 Engine/source changes
|
9 年之前 |
Azaezel
|
ed264e4e12
from @rextimmy automatically adds a sky feature to skies. (render sorting and orientation. previously required setting in script.)
|
9 年之前 |
Azaezel
|
8c5810adad
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
|
9 年之前 |
Areloch
|
95ab3a33a5
Merge pull request #719 from rextimmy/dxtnm-parallax-fix
|
10 年之前 |
Azaezel
|
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.
|
10 年之前 |
LuisAntonRebollo
|
03ffa1ddd3
Merge pull request #925 from BeamNG/shaderdata_samplernames
|
11 年之前 |
LuisAntonRebollo
|
1c95ce21d6
Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
|
11 年之前 |
LuisAntonRebollo
|
1ac8fab884
Changes for get necesary sampler names for OpenGL shaders.
|
11 年之前 |
rextimmy
|
3c56bf3a56
Fix to allow parallax mapping with dxtnm textures via the red channel.
|
11 年之前 |