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forcedMaterialMeshMgr.cpp
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7c3bd49615
Adds ability to adjust padding to guiTextListCtrl's rows
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%!s(int64=6) %!d(string=hai) anos |
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forcedMaterialMeshMgr.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
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renderBinManager.cpp
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afa52850c3
Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
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%!s(int64=6) %!d(string=hai) anos |
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renderBinManager.h
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b19a4b22c8
Implementation of reflection and skylight probes.
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%!s(int64=7) %!d(string=hai) anos |
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renderDeferredMgr.cpp
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0c7811bd1a
shift pbrconfig to ORM
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%!s(int64=5) %!d(string=hai) anos |
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renderDeferredMgr.h
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9e65e940d0
lighting single buffer
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%!s(int64=7) %!d(string=hai) anos |
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renderFormatChanger.cpp
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9e65e940d0
lighting single buffer
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%!s(int64=7) %!d(string=hai) anos |
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renderFormatChanger.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
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renderGlowMgr.cpp
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529558f671
Initial implementation of Custom Shader Features
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%!s(int64=6) %!d(string=hai) anos |
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renderGlowMgr.h
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30a8401d14
Add support for rendering particles to the glow buffer
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%!s(int64=11) %!d(string=hai) anos |
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renderImposterMgr.cpp
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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%!s(int64=8) %!d(string=hai) anos |
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renderImposterMgr.h
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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%!s(int64=8) %!d(string=hai) anos |
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renderMeshMgr.cpp
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529558f671
Initial implementation of Custom Shader Features
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%!s(int64=6) %!d(string=hai) anos |
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renderMeshMgr.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
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renderObjectMgr.cpp
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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%!s(int64=8) %!d(string=hai) anos |
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renderObjectMgr.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
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renderOcclusionMgr.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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%!s(int64=8) %!d(string=hai) anos |
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renderOcclusionMgr.h
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364dd3634d
Remove dead code that contains a delete of an uninitialized pointer
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%!s(int64=11) %!d(string=hai) anos |
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renderParticleMgr.cpp
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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%!s(int64=8) %!d(string=hai) anos |
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renderParticleMgr.h
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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%!s(int64=8) %!d(string=hai) anos |
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renderPassManager.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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%!s(int64=7) %!d(string=hai) anos |
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renderPassManager.h
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6ade6f08ce
Updated Assimp
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%!s(int64=5) %!d(string=hai) anos |
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renderPassStateToken.cpp
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7a3b40a86d
Initial Implementation of the Taml, Asset and Modules systems.
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%!s(int64=10) %!d(string=hai) anos |
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renderPassStateToken.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
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renderProbeMgr.cpp
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53f9f49410
mMipCount was never being filled out. just use mPrefilterArray->getMipMapLevels() direct
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%!s(int64=5) %!d(string=hai) anos |
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renderProbeMgr.h
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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.
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%!s(int64=5) %!d(string=hai) anos |
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renderTerrainMgr.cpp
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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%!s(int64=8) %!d(string=hai) anos |
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renderTerrainMgr.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
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renderTexTargetBinManager.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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%!s(int64=8) %!d(string=hai) anos |
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renderTexTargetBinManager.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
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renderTranslucentMgr.cpp
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350d3e6702
Fixes 2 minor mistake corrections
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%!s(int64=5) %!d(string=hai) anos |
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renderTranslucentMgr.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |