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 před 8 roky
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forcedMaterialMeshMgr.cpp 7dbfe6994d Engine directory for ticket #1 před 13 roky
forcedMaterialMeshMgr.h 7dbfe6994d Engine directory for ticket #1 před 13 roky
renderBinManager.cpp 970dd5c477 Reordering initialization methods #1912 před 8 roky
renderBinManager.h 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: před 9 roky
renderDeferredMgr.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 před 8 roky
renderDeferredMgr.h 9ce521d95f Catches the remaining prepass to deferred changes on the engine side. před 8 roky
renderFormatChanger.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 před 8 roky
renderFormatChanger.h 7dbfe6994d Engine directory for ticket #1 před 13 roky
renderGlowMgr.cpp 3496c549b5 Hardware Skinning Support před 9 roky
renderGlowMgr.h 30a8401d14 Add support for rendering particles to the glow buffer před 11 roky
renderImposterMgr.cpp 9ce521d95f Catches the remaining prepass to deferred changes on the engine side. před 8 roky
renderImposterMgr.h 9ce521d95f Catches the remaining prepass to deferred changes on the engine side. před 8 roky
renderMeshMgr.cpp 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. před 8 roky
renderMeshMgr.h 7dbfe6994d Engine directory for ticket #1 před 13 roky
renderObjectMgr.cpp 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. před 8 roky
renderObjectMgr.h 7dbfe6994d Engine directory for ticket #1 před 13 roky
renderOcclusionMgr.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 před 8 roky
renderOcclusionMgr.h 364dd3634d Remove dead code that contains a delete of an uninitialized pointer před 10 roky
renderParticleMgr.cpp 9ce521d95f Catches the remaining prepass to deferred changes on the engine side. před 8 roky
renderParticleMgr.h 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. před 8 roky
renderPassManager.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 před 8 roky
renderPassManager.h 3496c549b5 Hardware Skinning Support před 9 roky
renderPassStateToken.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. před 10 roky
renderPassStateToken.h 7dbfe6994d Engine directory for ticket #1 před 13 roky
renderTerrainMgr.cpp 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. před 8 roky
renderTerrainMgr.h 7dbfe6994d Engine directory for ticket #1 před 13 roky
renderTexTargetBinManager.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 před 8 roky
renderTexTargetBinManager.h 7dbfe6994d Engine directory for ticket #1 před 13 roky
renderTranslucentMgr.cpp 3496c549b5 Hardware Skinning Support před 9 roky
renderTranslucentMgr.h 7dbfe6994d Engine directory for ticket #1 před 13 roky