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baseMatInstance.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 ani în urmă |
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baseMatInstance.h
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d4c2eeea98
Selection Highlighting
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8 ani în urmă |
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baseMaterialDefinition.h
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2753f562e8
shadow caching
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10 ani în urmă |
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customMaterialDefinition.cpp
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6d5571e233
Fix preprocessor directive
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11 ani în urmă |
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customMaterialDefinition.h
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7dbfe6994d
Engine directory for ticket #1
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13 ani în urmă |
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matInstance.cpp
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d4c2eeea98
Selection Highlighting
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8 ani în urmă |
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matInstance.h
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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 ani în urmă |
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matInstanceHook.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 ani în urmă |
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matInstanceHook.h
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7dbfe6994d
Engine directory for ticket #1
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13 ani în urmă |
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matStateHint.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 ani în urmă |
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matStateHint.h
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7dbfe6994d
Engine directory for ticket #1
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13 ani în urmă |
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matTextureTarget.cpp
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15f67015d3
Reordering initialization methods #1912
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8 ani în urmă |
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matTextureTarget.h
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7dbfe6994d
Engine directory for ticket #1
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13 ani în urmă |
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materialDefinition.cpp
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76908eae3c
Eliminate DefineConsoleMethod
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7 ani în urmă |
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materialDefinition.h
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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 ani în urmă |
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materialFeatureData.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 ani în urmă |
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materialFeatureData.h
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7dbfe6994d
Engine directory for ticket #1
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13 ani în urmă |
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materialFeatureTypes.cpp
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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 ani în urmă |
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materialFeatureTypes.h
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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 ani în urmă |
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materialList.cpp
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a64a2c9793
remap-txr-tags -- runtime reassignment of texture tag names. (Useful for splitting up tags with the same name in order to map different materials to them.)
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8 ani în urmă |
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materialList.h
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7dbfe6994d
Engine directory for ticket #1
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13 ani în urmă |
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materialManager.cpp
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e718841467
Eliminate DefineConsoleFunction
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7 ani în urmă |
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materialManager.h
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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 ani în urmă |
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materialParameters.h
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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 ani în urmă |
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miscShdrDat.h
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3496c549b5
Hardware Skinning Support
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9 ani în urmă |
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processedCustomMaterial.cpp
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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 ani în urmă |
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processedCustomMaterial.h
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7dbfe6994d
Engine directory for ticket #1
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13 ani în urmă |
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processedFFMaterial.cpp
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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 ani în urmă |
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processedFFMaterial.h
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3496c549b5
Hardware Skinning Support
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9 ani în urmă |
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processedMaterial.cpp
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bc1b506205
Merge pull request #2146 from Azaezel/specializationShenanigans
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7 ani în urmă |
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processedMaterial.h
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3496c549b5
Hardware Skinning Support
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9 ani în urmă |
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processedShaderMaterial.cpp
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33ebe34440
more gfx shadowvar cleanups
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7 ani în urmă |
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processedShaderMaterial.h
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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 ani în urmă |
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sceneData.h
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d4c2eeea98
Selection Highlighting
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8 ani în urmă |
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shaderData.cpp
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02541ab1f9
shader hooks and gen cleanups
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7 ani în urmă |
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shaderData.h
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79e158d528
Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files.
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11 ani în urmă |
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shaderMaterialParameters.cpp
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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 ani în urmă |
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shaderMaterialParameters.h
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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 ani în urmă |