Azaezel 28e509af1a Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess 7 年之前
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accuFeatureHLSL.cpp 7e5e3b5105 Removes Direct3D9 functionality. 8 年之前
accuFeatureHLSL.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. 10 年之前
bumpHLSL.cpp 7567ca10c3 Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds. 8 年之前
bumpHLSL.h 7dbfe6994d Engine directory for ticket #1 13 年之前
depthHLSL.cpp 7e5e3b5105 Removes Direct3D9 functionality. 8 年之前
depthHLSL.h 7dbfe6994d Engine directory for ticket #1 13 年之前
paraboloidHLSL.cpp 7e5e3b5105 Removes Direct3D9 functionality. 8 年之前
paraboloidHLSL.h 7dbfe6994d Engine directory for ticket #1 13 年之前
pixSpecularHLSL.cpp 7567ca10c3 Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds. 8 年之前
pixSpecularHLSL.h 5c72035e01 virtual processVert also on directx 10 年之前
shaderCompHLSL.cpp 963333c583 More cats and cpys in files that xcode doesn't see 7 年之前
shaderCompHLSL.h 41e5caf22b Direct3D11 Engine/source changes 9 年之前
shaderFeatureHLSL.cpp 7af02efe29 crashfix from prior commit 7 年之前
shaderFeatureHLSL.h 7e5e3b5105 Removes Direct3D9 functionality. 8 年之前
shaderGenHLSL.cpp 7e5e3b5105 Removes Direct3D9 functionality. 8 年之前
shaderGenHLSL.h 7dbfe6994d Engine directory for ticket #1 13 年之前
shaderGenHLSLInit.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 年之前