Areloch 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 8 lat temu
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forcedMaterialMeshMgr.cpp 7dbfe6994d Engine directory for ticket #1 13 lat temu
forcedMaterialMeshMgr.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
renderBinManager.cpp 15f67015d3 Reordering initialization methods #1912 8 lat temu
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 lat temu
renderDeferredMgr.cpp 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 8 lat temu
renderDeferredMgr.h ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 lat temu
renderFormatChanger.cpp 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 8 lat temu
renderFormatChanger.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
renderGlowMgr.cpp 3496c549b5 Hardware Skinning Support 9 lat temu
renderGlowMgr.h 30a8401d14 Add support for rendering particles to the glow buffer 11 lat temu
renderImposterMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 lat temu
renderImposterMgr.h ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 lat temu
renderMeshMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 lat temu
renderMeshMgr.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
renderObjectMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 lat temu
renderObjectMgr.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
renderOcclusionMgr.cpp 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 8 lat temu
renderOcclusionMgr.h 364dd3634d Remove dead code that contains a delete of an uninitialized pointer 10 lat temu
renderParticleMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 lat temu
renderParticleMgr.h af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 lat temu
renderPassManager.cpp 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 8 lat temu
renderPassManager.h 3496c549b5 Hardware Skinning Support 9 lat temu
renderPassStateToken.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. 10 lat temu
renderPassStateToken.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
renderTerrainMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 lat temu
renderTerrainMgr.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
renderTexTargetBinManager.cpp 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 8 lat temu
renderTexTargetBinManager.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
renderTranslucentMgr.cpp 3496c549b5 Hardware Skinning Support 9 lat temu
renderTranslucentMgr.h 7dbfe6994d Engine directory for ticket #1 13 lat temu