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