Areloch 0801a3cca8 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 anni fa
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accuFeatureGLSL.cpp 7e5e3b5105 Removes Direct3D9 functionality. 8 anni fa
accuFeatureGLSL.h c6cdfafe4e cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. 11 anni fa
bumpGLSL.cpp 0801a3cca8 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 anni fa
bumpGLSL.h 9221b4dd10 Update GLSL Shadergen. Not used on DX9. 11 anni fa
depthGLSL.cpp 7e5e3b5105 Removes Direct3D9 functionality. 8 anni fa
depthGLSL.h 9221b4dd10 Update GLSL Shadergen. Not used on DX9. 11 anni fa
paraboloidGLSL.cpp 9221b4dd10 Update GLSL Shadergen. Not used on DX9. 11 anni fa
paraboloidGLSL.h 7dbfe6994d Engine directory for ticket #1 13 anni fa
pixSpecularGLSL.cpp 0801a3cca8 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 anni fa
pixSpecularGLSL.h 4bf5aade6e make override processVert on SpecularMap feature 11 anni fa
shaderCompGLSL.cpp ace01a313c Add a workaround for the 16 vertex attribute limit on nvidia gl 9 anni fa
shaderCompGLSL.h 6450294855 Fixes for dedicated build on linux. 11 anni fa
shaderFeatureGLSL.cpp 0801a3cca8 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 anni fa
shaderFeatureGLSL.h 7e5e3b5105 Removes Direct3D9 functionality. 8 anni fa
shaderGenGLSL.cpp d680dc9934 Initial implementation of the new Base Game Template and some starting modules. 8 anni fa
shaderGenGLSL.h 196b214eae engine: 9 anni fa
shaderGenGLSLInit.cpp 0801a3cca8 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 anni fa