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) пре 7 година
..
advanced 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) пре 7 година
basic b19a4b22c8 Implementation of reflection and skylight probes. пре 7 година
common 1c62080f7f cleaned up member::radius пре 7 година
shadowMap 33ebe34440 more gfx shadowvar cleanups пре 7 година
lightInfo.cpp 15f67015d3 Reordering initialization methods #1912 пре 8 година
lightInfo.h 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 пре 8 година
lightManager.cpp c0e8b047f5 Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader. пре 7 година
lightManager.h 74ca8d106c retweaked filter for wether ot not to supress the zonelight culling methods when not in the diffuse pass пре 7 година
lightQuery.cpp 7dbfe6994d Engine directory for ticket #1 пре 13 година
lightQuery.h 7dbfe6994d Engine directory for ticket #1 пре 13 година
lightingInterfaces.cpp 7dbfe6994d Engine directory for ticket #1 пре 13 година
lightingInterfaces.h 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 пре 8 година
shadowManager.cpp e718841467 Eliminate DefineConsoleFunction пре 7 година
shadowManager.h 7dbfe6994d Engine directory for ticket #1 пре 13 година