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editors
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0c29847943
Merge pull request #343 from lukaspj/feature/mesh-road-profile-editor
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5 年之前 |
VolumetricFog.cpp
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8956559bfd
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
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5 年之前 |
VolumetricFog.h
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09c651c26d
Corrected profile for GameObjectAsset type field button
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5 年之前 |
VolumetricFogRTManager.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 年之前 |
VolumetricFogRTManager.h
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27d6665d21
set volumetric fog to use the standard window-resized trigger for it's update
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6 年之前 |
basicClouds.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 年之前 |
basicClouds.h
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cb8b8b7316
Use shader data for get sampler register in CloudLayer and BasicClouds.
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11 年之前 |
cloudLayer.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 年之前 |
cloudLayer.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 年之前 |
decalRoad.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 年之前 |
decalRoad.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
meshRoad.cpp
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973fd44c6a
Profile editor for the meshRoad object
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5 年之前 |
meshRoad.h
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973fd44c6a
Profile editor for the meshRoad object
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5 年之前 |
nodeListManager.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
nodeListManager.h
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1efb687867
uninitialized variables-environment and forrest
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5 年之前 |
river.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 年之前 |
river.h
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1efb687867
uninitialized variables-environment and forrest
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5 年之前 |
scatterSky.cpp
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c680471378
looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on
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6 年之前 |
scatterSky.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 年之前 |
skyBox.cpp
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454192ed02
from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog
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5 年之前 |
skyBox.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 年之前 |
sun.cpp
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6ade6f08ce
Updated Assimp
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5 年之前 |
sun.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 年之前 |
timeOfDay.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 年之前 |
timeOfDay.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 年之前 |
waterBlock.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 年之前 |
waterBlock.h
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f4c940f4fe
Added basic Walkabout with #define renamed and no editor.
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11 年之前 |
waterObject.cpp
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6b2db37f8a
followup to array acess breaches: waterobject and guiparticlegraphctrl need to check `>=`, not just `>`
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5 年之前 |
waterObject.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 年之前 |
waterPlane.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 年之前 |
waterPlane.h
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f4c940f4fe
Added basic Walkabout with #define renamed and no editor.
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11 年之前 |