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