Areloch 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 преди 8 години
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forcedMaterialMeshMgr.cpp 7dbfe6994d Engine directory for ticket #1 преди 13 години
forcedMaterialMeshMgr.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderBinManager.cpp 970dd5c477 Reordering initialization methods #1912 преди 8 години
renderBinManager.h 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: преди 9 години
renderDeferredMgr.cpp 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 преди 8 години
renderDeferredMgr.h 9ce521d95f Catches the remaining prepass to deferred changes on the engine side. преди 8 години
renderFormatChanger.cpp 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 преди 8 години
renderFormatChanger.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderGlowMgr.cpp 3496c549b5 Hardware Skinning Support преди 9 години
renderGlowMgr.h 30a8401d14 Add support for rendering particles to the glow buffer преди 11 години
renderImposterMgr.cpp 9ce521d95f Catches the remaining prepass to deferred changes on the engine side. преди 8 години
renderImposterMgr.h 9ce521d95f Catches the remaining prepass to deferred changes on the engine side. преди 8 години
renderMeshMgr.cpp 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. преди 8 години
renderMeshMgr.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderObjectMgr.cpp 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. преди 8 години
renderObjectMgr.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderOcclusionMgr.cpp 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 преди 8 години
renderOcclusionMgr.h 364dd3634d Remove dead code that contains a delete of an uninitialized pointer преди 10 години
renderParticleMgr.cpp 9ce521d95f Catches the remaining prepass to deferred changes on the engine side. преди 8 години
renderParticleMgr.h 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. преди 8 години
renderPassManager.cpp 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 преди 8 години
renderPassManager.h 3496c549b5 Hardware Skinning Support преди 9 години
renderPassStateToken.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. преди 10 години
renderPassStateToken.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderTerrainMgr.cpp 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. преди 8 години
renderTerrainMgr.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderTexTargetBinManager.cpp 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 преди 8 години
renderTexTargetBinManager.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderTranslucentMgr.cpp 3496c549b5 Hardware Skinning Support преди 9 години
renderTranslucentMgr.h 7dbfe6994d Engine directory for ticket #1 преди 13 години