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