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editors
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1efb687867
uninitialized variables-environment and forrest
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5 lat temu |
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VolumetricFog.cpp
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a43233d9c9
Updated move folder behavior to better update the module and asset databases of changes
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6 lat temu |
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VolumetricFog.h
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09c651c26d
Corrected profile for GameObjectAsset type field button
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6 lat temu |
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VolumetricFogRTManager.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 lat temu |
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VolumetricFogRTManager.h
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27d6665d21
set volumetric fog to use the standard window-resized trigger for it's update
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6 lat temu |
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basicClouds.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 lat temu |
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basicClouds.h
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cb8b8b7316
Use shader data for get sampler register in CloudLayer and BasicClouds.
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11 lat temu |
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cloudLayer.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 lat temu |
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cloudLayer.h
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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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8 lat temu |
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decalRoad.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 lat temu |
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decalRoad.h
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7dbfe6994d
Engine directory for ticket #1
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13 lat temu |
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meshRoad.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 lat temu |
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meshRoad.h
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1efb687867
uninitialized variables-environment and forrest
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5 lat temu |
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nodeListManager.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 lat temu |
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nodeListManager.h
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1efb687867
uninitialized variables-environment and forrest
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5 lat temu |
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river.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 lat temu |
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river.h
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1efb687867
uninitialized variables-environment and forrest
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5 lat temu |
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scatterSky.cpp
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c680471378
looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on
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6 lat temu |
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scatterSky.h
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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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8 lat temu |
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skyBox.cpp
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1eed979a9c
Merge branch 'method_Unmangle' into PBR_PR
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7 lat temu |
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skyBox.h
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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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8 lat temu |
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sun.cpp
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6ade6f08ce
Updated Assimp
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5 lat temu |
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sun.h
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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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8 lat temu |
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timeOfDay.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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8 lat temu |
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timeOfDay.h
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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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8 lat temu |
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waterBlock.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 lat temu |
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waterBlock.h
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f4c940f4fe
Added basic Walkabout with #define renamed and no editor.
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11 lat temu |
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waterObject.cpp
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1efb687867
uninitialized variables-environment and forrest
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5 lat temu |
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waterObject.h
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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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8 lat temu |
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waterPlane.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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8 lat temu |
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waterPlane.h
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f4c940f4fe
Added basic Walkabout with #define renamed and no editor.
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11 lat temu |