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