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