Azaezel 309d518249 scale reflection properly 6 жил өмнө
..
forcedMaterialMeshMgr.cpp 7dbfe6994d Engine directory for ticket #1 13 жил өмнө
forcedMaterialMeshMgr.h 7dbfe6994d Engine directory for ticket #1 13 жил өмнө
renderBinManager.cpp b4a1d18f42 Core implementation of Physical Based Rendering. 7 жил өмнө
renderBinManager.h b19a4b22c8 Implementation of reflection and skylight probes. 7 жил өмнө
renderDeferredMgr.cpp 9e65e940d0 lighting single buffer 7 жил өмнө
renderDeferredMgr.h 9e65e940d0 lighting single buffer 7 жил өмнө
renderFormatChanger.cpp 9e65e940d0 lighting single buffer 7 жил өмнө
renderFormatChanger.h 7dbfe6994d Engine directory for ticket #1 13 жил өмнө
renderGlowMgr.cpp 3496c549b5 Hardware Skinning Support 9 жил өмнө
renderGlowMgr.h 30a8401d14 Add support for rendering particles to the glow buffer 11 жил өмнө
renderImposterMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 жил өмнө
renderImposterMgr.h ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 жил өмнө
renderMeshMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 жил өмнө
renderMeshMgr.h 7dbfe6994d Engine directory for ticket #1 13 жил өмнө
renderObjectMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 жил өмнө
renderObjectMgr.h 7dbfe6994d Engine directory for ticket #1 13 жил өмнө
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 8 жил өмнө
renderOcclusionMgr.h 364dd3634d Remove dead code that contains a delete of an uninitialized pointer 11 жил өмнө
renderParticleMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 жил өмнө
renderParticleMgr.h af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 жил өмнө
renderPassManager.cpp 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) 7 жил өмнө
renderPassManager.h 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) 7 жил өмнө
renderPassStateToken.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. 10 жил өмнө
renderPassStateToken.h 7dbfe6994d Engine directory for ticket #1 13 жил өмнө
renderProbeMgr.cpp 309d518249 scale reflection properly 6 жил өмнө
renderProbeMgr.h 5bce2d0904 seperated offset from position (we pass the net to the shader for use in the reflection box), and added a scalar (also only used in the reflection box). maked both as probeRef to denote reflection parameters. 6 жил өмнө
renderTerrainMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 жил өмнө
renderTerrainMgr.h 7dbfe6994d Engine directory for ticket #1 13 жил өмнө
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 8 жил өмнө
renderTexTargetBinManager.h 7dbfe6994d Engine directory for ticket #1 13 жил өмнө
renderTranslucentMgr.cpp b4a1d18f42 Core implementation of Physical Based Rendering. 7 жил өмнө
renderTranslucentMgr.h 7dbfe6994d Engine directory for ticket #1 13 жил өмнө