Areloch 94e6d19fb2 Ensures that baking is consistently set to use HDR formats or not which avoids an occasional mismatch crash 5 gadi atpakaļ
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forcedMaterialMeshMgr.cpp 7c3bd49615 Adds ability to adjust padding to guiTextListCtrl's rows 6 gadi atpakaļ
forcedMaterialMeshMgr.h 7dbfe6994d Engine directory for ticket #1 13 gadi atpakaļ
renderBinManager.cpp afa52850c3 Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork 6 gadi atpakaļ
renderBinManager.h b19a4b22c8 Implementation of reflection and skylight probes. 7 gadi atpakaļ
renderDeferredMgr.cpp 0c7811bd1a shift pbrconfig to ORM 5 gadi atpakaļ
renderDeferredMgr.h 9e65e940d0 lighting single buffer 7 gadi atpakaļ
renderFormatChanger.cpp 9e65e940d0 lighting single buffer 7 gadi atpakaļ
renderFormatChanger.h 7dbfe6994d Engine directory for ticket #1 13 gadi atpakaļ
renderGlowMgr.cpp 529558f671 Initial implementation of Custom Shader Features 6 gadi atpakaļ
renderGlowMgr.h 30a8401d14 Add support for rendering particles to the glow buffer 11 gadi atpakaļ
renderImposterMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 gadi atpakaļ
renderImposterMgr.h ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 gadi atpakaļ
renderMeshMgr.cpp 529558f671 Initial implementation of Custom Shader Features 6 gadi atpakaļ
renderMeshMgr.h 7dbfe6994d Engine directory for ticket #1 13 gadi atpakaļ
renderObjectMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 gadi atpakaļ
renderObjectMgr.h 7dbfe6994d Engine directory for ticket #1 13 gadi atpakaļ
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 gadi atpakaļ
renderOcclusionMgr.h 364dd3634d Remove dead code that contains a delete of an uninitialized pointer 11 gadi atpakaļ
renderParticleMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 gadi atpakaļ
renderParticleMgr.h af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 gadi atpakaļ
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 gadi atpakaļ
renderPassManager.h 6ade6f08ce Updated Assimp 5 gadi atpakaļ
renderPassStateToken.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. 10 gadi atpakaļ
renderPassStateToken.h 7dbfe6994d Engine directory for ticket #1 13 gadi atpakaļ
renderProbeMgr.cpp 94e6d19fb2 Ensures that baking is consistently set to use HDR formats or not which avoids an occasional mismatch crash 5 gadi atpakaļ
renderProbeMgr.h 6a3603c737 Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene. 5 gadi atpakaļ
renderTerrainMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 gadi atpakaļ
renderTerrainMgr.h 7dbfe6994d Engine directory for ticket #1 13 gadi atpakaļ
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 gadi atpakaļ
renderTexTargetBinManager.h 7dbfe6994d Engine directory for ticket #1 13 gadi atpakaļ
renderTranslucentMgr.cpp 350d3e6702 Fixes 2 minor mistake corrections 5 gadi atpakaļ
renderTranslucentMgr.h 7dbfe6994d Engine directory for ticket #1 13 gadi atpakaļ