Azaezel 4d3d800051 skylights do actually have a position. 0,0,0. so we can include those without messing with things. and we'll want to sum/count for blending purposes down the line. not render over each other il y a 7 ans
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forcedMaterialMeshMgr.cpp 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
forcedMaterialMeshMgr.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
renderBinManager.cpp b4a1d18f42 Core implementation of Physical Based Rendering. il y a 7 ans
renderBinManager.h b19a4b22c8 Implementation of reflection and skylight probes. il y a 7 ans
renderDeferredMgr.cpp 9e65e940d0 lighting single buffer il y a 7 ans
renderDeferredMgr.h 9e65e940d0 lighting single buffer il y a 7 ans
renderFormatChanger.cpp 9e65e940d0 lighting single buffer il y a 7 ans
renderFormatChanger.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
renderGlowMgr.cpp 3496c549b5 Hardware Skinning Support il y a 9 ans
renderGlowMgr.h 30a8401d14 Add support for rendering particles to the glow buffer il y a 11 ans
renderImposterMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. il y a 8 ans
renderImposterMgr.h ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. il y a 8 ans
renderMeshMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. il y a 8 ans
renderMeshMgr.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
renderObjectMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. il y a 8 ans
renderObjectMgr.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
renderOcclusionMgr.cpp 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 il y a 8 ans
renderOcclusionMgr.h 364dd3634d Remove dead code that contains a delete of an uninitialized pointer il y a 11 ans
renderParticleMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. il y a 8 ans
renderParticleMgr.h af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. il y a 8 ans
renderPassManager.cpp b19a4b22c8 Implementation of reflection and skylight probes. il y a 7 ans
renderPassManager.h 57f8549abe Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering. il y a 7 ans
renderPassStateToken.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. il y a 10 ans
renderPassStateToken.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
renderProbeMgr.cpp 4d3d800051 skylights do actually have a position. 0,0,0. so we can include those without messing with things. and we'll want to sum/count for blending purposes down the line. not render over each other il y a 7 ans
renderProbeMgr.h f110158654 Probe Array WIP il y a 7 ans
renderTerrainMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. il y a 8 ans
renderTerrainMgr.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
renderTexTargetBinManager.cpp 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 il y a 8 ans
renderTexTargetBinManager.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
renderTranslucentMgr.cpp b4a1d18f42 Core implementation of Physical Based Rendering. il y a 7 ans
renderTranslucentMgr.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans