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forcedMaterialMeshMgr.cpp
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7dbfe6994d
Engine directory for ticket #1
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преди 13 години |
forcedMaterialMeshMgr.h
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7dbfe6994d
Engine directory for ticket #1
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преди 13 години |
renderBinManager.cpp
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15f67015d3
Reordering initialization methods #1912
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преди 8 години |
renderBinManager.h
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8c5810adad
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
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преди 9 години |
renderDeferredMgr.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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преди 8 години |
renderDeferredMgr.h
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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преди 8 години |
renderFormatChanger.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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преди 8 години |
renderFormatChanger.h
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7dbfe6994d
Engine directory for ticket #1
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преди 13 години |
renderGlowMgr.cpp
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3496c549b5
Hardware Skinning Support
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преди 9 години |
renderGlowMgr.h
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30a8401d14
Add support for rendering particles to the glow buffer
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преди 11 години |
renderImposterMgr.cpp
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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преди 8 години |
renderImposterMgr.h
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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преди 8 години |
renderMeshMgr.cpp
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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преди 8 години |
renderMeshMgr.h
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7dbfe6994d
Engine directory for ticket #1
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преди 13 години |
renderObjectMgr.cpp
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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преди 8 години |
renderObjectMgr.h
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7dbfe6994d
Engine directory for ticket #1
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преди 13 години |
renderOcclusionMgr.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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преди 8 години |
renderOcclusionMgr.h
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364dd3634d
Remove dead code that contains a delete of an uninitialized pointer
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преди 10 години |
renderParticleMgr.cpp
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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преди 8 години |
renderParticleMgr.h
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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преди 8 години |
renderPassManager.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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преди 8 години |
renderPassManager.h
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3496c549b5
Hardware Skinning Support
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преди 9 години |
renderPassStateToken.cpp
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7a3b40a86d
Initial Implementation of the Taml, Asset and Modules systems.
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преди 10 години |
renderPassStateToken.h
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7dbfe6994d
Engine directory for ticket #1
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преди 13 години |
renderTerrainMgr.cpp
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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преди 8 години |
renderTerrainMgr.h
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7dbfe6994d
Engine directory for ticket #1
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преди 13 години |
renderTexTargetBinManager.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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преди 8 години |
renderTexTargetBinManager.h
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7dbfe6994d
Engine directory for ticket #1
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преди 13 години |
renderTranslucentMgr.cpp
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3496c549b5
Hardware Skinning Support
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преди 9 години |
renderTranslucentMgr.h
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7dbfe6994d
Engine directory for ticket #1
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преди 13 години |