Lukas Aldershaab
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1ffec9ab56
Add blend contrast slider
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4 år sedan |
Lukas Aldershaab
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3c8d07a03e
Cleanup and fixes
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4 år sedan |
Lukas Aldershaab
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4f472bf402
New terrain blending
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4 år sedan |
Lukas Aldershaab
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87dd7ffc4a
Implement Singlepass Terrain Render
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4 år sedan |
Lukas Aldershaab
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49a8c0ad36
Fix ORM maps in terrain textures
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4 år sedan |
Brian Roberts
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d50f1f0b81
Merge pull request #342 from lukaspj/fix/replace-dstrcmp
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4 år sedan |
Lukas Aldershaab
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c999baf7ed
Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense.
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4 år sedan |
AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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5 år sedan |
Areloch
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8956559bfd
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
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5 år sedan |
AzaezelX
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4a88d7a4e4
adress #221 crash surpress macromap
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5 år sedan |
AzaezelX
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c2e74f375a
uninitialized variables-terrain
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5 år sedan |
AzaezelX
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29a8d5d36c
backend support for isSRGB and invSmooth flags, general cleanup HLSL side. left GLSL alone for sxs comparrison while we work out the kinks
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5 år sedan |
Areloch
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c283295f22
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
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6 år sedan |
Azaezel
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daef7aa128
debug spew cleanup
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6 år sedan |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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7 år sedan |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 år sedan |
Azaezel
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01f0d5cfca
tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places.
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7 år sedan |
Areloch
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dc5e502dec
Initial implementation of Custom Shader Features.
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8 år sedan |
Areloch
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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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8 år sedan |
Areloch
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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8 år sedan |
Areloch
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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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8 år sedan |
RexTimmy
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d46f82ef1d
re-enable face culling for the terrain
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8 år sedan |
Azaezel
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fbfd3ed8ed
clang: constructor initialization order
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9 år sedan |
Azaezel
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598fb758f3
embeds blendtotal into the low bit for the normal|depth buffer for terrains to support multi-pass blending.
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9 år sedan |
Azaezel
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196b214eae
engine:
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9 år sedan |
LuisAntonRebollo
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7962eef7dd
Revert - Merge pull request #962 Fix OpenGL new terrain blend
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10 år sedan |
LuisAntonRebollo
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ff83e8c209
Merge remote-tracking branch 'GG-Github/development' into fix_opengl_new_terrain_blend
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10 år sedan |
LuisAntonRebollo
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2f8d18c0c0
Merge pull request #929 from BeamNG/remove_old_opengl_code
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10 år sedan |
Anis A. Hireche
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a954daa43f
terrain_blending_opengl_port_from_lukas_code
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10 år sedan |
LuisAntonRebollo
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1ac8fab884
Changes for get necesary sampler names for OpenGL shaders.
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10 år sedan |