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 há 8 anos atrás
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forcedMaterialMeshMgr.cpp 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
forcedMaterialMeshMgr.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
renderBinManager.cpp 970dd5c477 Reordering initialization methods #1912 há 8 anos atrás
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: há 9 anos atrás
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 há 8 anos atrás
renderDeferredMgr.h 9ce521d95f Catches the remaining prepass to deferred changes on the engine side. há 8 anos atrás
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 há 8 anos atrás
renderFormatChanger.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
renderGlowMgr.cpp 3496c549b5 Hardware Skinning Support há 9 anos atrás
renderGlowMgr.h 30a8401d14 Add support for rendering particles to the glow buffer há 11 anos atrás
renderImposterMgr.cpp 9ce521d95f Catches the remaining prepass to deferred changes on the engine side. há 8 anos atrás
renderImposterMgr.h 9ce521d95f Catches the remaining prepass to deferred changes on the engine side. há 8 anos atrás
renderMeshMgr.cpp 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. há 8 anos atrás
renderMeshMgr.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
renderObjectMgr.cpp 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. há 8 anos atrás
renderObjectMgr.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
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 há 8 anos atrás
renderOcclusionMgr.h 364dd3634d Remove dead code that contains a delete of an uninitialized pointer há 10 anos atrás
renderParticleMgr.cpp 9ce521d95f Catches the remaining prepass to deferred changes on the engine side. há 8 anos atrás
renderParticleMgr.h 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. há 8 anos atrás
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 há 8 anos atrás
renderPassManager.h 3496c549b5 Hardware Skinning Support há 9 anos atrás
renderPassStateToken.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. há 10 anos atrás
renderPassStateToken.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
renderTerrainMgr.cpp 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. há 8 anos atrás
renderTerrainMgr.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
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 há 8 anos atrás
renderTexTargetBinManager.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
renderTranslucentMgr.cpp 3496c549b5 Hardware Skinning Support há 9 anos atrás
renderTranslucentMgr.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás