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baseMatInstance.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 лет назад |
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baseMatInstance.h
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d4c2eeea98
Selection Highlighting
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8 лет назад |
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baseMaterialDefinition.h
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2753f562e8
shadow caching
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10 лет назад |
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customMaterialDefinition.cpp
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6d5571e233
Fix preprocessor directive
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11 лет назад |
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customMaterialDefinition.h
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7dbfe6994d
Engine directory for ticket #1
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13 лет назад |
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matInstance.cpp
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d4c2eeea98
Selection Highlighting
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8 лет назад |
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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 лет назад |
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matInstanceHook.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 лет назад |
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matInstanceHook.h
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7dbfe6994d
Engine directory for ticket #1
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13 лет назад |
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matStateHint.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 лет назад |
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matStateHint.h
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7dbfe6994d
Engine directory for ticket #1
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13 лет назад |
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matTextureTarget.cpp
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15f67015d3
Reordering initialization methods #1912
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8 лет назад |
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matTextureTarget.h
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7dbfe6994d
Engine directory for ticket #1
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13 лет назад |
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materialDefinition.cpp
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453958234e
console conversion
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7 лет назад |
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materialDefinition.h
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 лет назад |
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materialFeatureData.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 лет назад |
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materialFeatureData.h
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7dbfe6994d
Engine directory for ticket #1
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13 лет назад |
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materialFeatureTypes.cpp
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9e65e940d0
lighting single buffer
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7 лет назад |
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materialFeatureTypes.h
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9e65e940d0
lighting single buffer
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7 лет назад |
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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 лет назад |
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materialList.h
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7dbfe6994d
Engine directory for ticket #1
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13 лет назад |
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materialManager.cpp
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e718841467
Eliminate DefineConsoleFunction
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7 лет назад |
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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 лет назад |
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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 лет назад |
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miscShdrDat.h
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3496c549b5
Hardware Skinning Support
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9 лет назад |
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processedCustomMaterial.cpp
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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)
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7 лет назад |
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processedCustomMaterial.h
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7dbfe6994d
Engine directory for ticket #1
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13 лет назад |
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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 лет назад |
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processedFFMaterial.h
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3496c549b5
Hardware Skinning Support
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9 лет назад |
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processedMaterial.cpp
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 лет назад |
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processedMaterial.h
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 лет назад |
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processedShaderMaterial.cpp
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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)
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7 лет назад |
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processedShaderMaterial.h
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f110158654
Probe Array WIP
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7 лет назад |
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sceneData.h
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d4c2eeea98
Selection Highlighting
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8 лет назад |
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shaderData.cpp
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02541ab1f9
shader hooks and gen cleanups
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7 лет назад |
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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 лет назад |
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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 лет назад |
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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 лет назад |