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