Historique des commits

Auteur SHA1 Message Date
  AzaezelX 42e90ad3fb RTLightingFeat work. il y a 3 ans
  AzaezelX 661a192e87 orderfix for RTLightingFeatHLSL vert vs pixel shader. the order needs to match, same as network comunicating il y a 3 ans
  Jeff Hutchinson e784b0140c Let's fix the texcoord alignment for RT Lighting. il y a 4 ans
  AzaezelX 8ce207561e revert a bit causing crashes on certain 'nix boxes. il y a 4 ans
  AzaezelX 21c17d0ed1 cleanups for shadergen and the visibility feature il y a 4 ans
  AzaezelX 2287c28d32 be clear where we're referencing gbuffer render targets il y a 4 ans
  AzaezelX 594c4f65c7 bad constructor usage! bad! GCC no like! il y a 4 ans
  AzaezelX 438e6cbb3c fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter il y a 4 ans
  Areloch 6a3603c737 Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene. il y a 4 ans
  Brian Roberts d50f1f0b81 Merge pull request #342 from lukaspj/fix/replace-dstrcmp il y a 4 ans
  Lukas Aldershaab c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. il y a 4 ans
  AzaezelX 0c7811bd1a shift pbrconfig to ORM il y a 5 ans
  AzaezelX 454192ed02 from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog il y a 5 ans
  AzaezelX 206d86f1bb .. we do however appear to need to swizzle DX vert colors... il y a 5 ans
  AzaezelX f956c17f3b for normal rendering, if we're translucent, don't use alphatesting. (as a remindernote, the shadowmathook removes MFT_IsTranslucent]) il y a 5 ans
  Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path il y a 5 ans
  Areloch 27ee09e491 Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0 il y a 5 ans
  Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 il y a 5 ans
  AzaezelX bd21a207ef largely based on work by @rextimmy: add premultiplied alpha il y a 5 ans
  Areloch 60d0e73190 Enabled probe viz item for live updates of probes when working with them(auto-baking while on) il y a 5 ans
  Areloch 72ceede272 Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging. il y a 5 ans
  Areloch c74b669f5e Removed redundant 'load last edited level' startup mode to editor. il y a 5 ans
  AzaezelX 2e56645f13 shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame) il y a 5 ans
  AzaezelX ad216abc02 cleans up a few more spots of various variables that ammount to the "PBRConfig" in the end, as well as a MFT_isDeferred test for determining if that's stored off as a temp-val or in the gbuffer. though seem to have forgotten a catch, as it's not finding the MFT_PBRConfigMap feature and falling back to recreation come time to process MFT_ReflectionProbes il y a 5 ans
  AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts. il y a 5 ans
  Areloch 01f562b9e5 Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right il y a 6 ans
  Areloch 2f68fdae5e Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0_w_translucencyWIP il y a 6 ans
  Areloch ebe2c2dead Add vector light support to forward materials. il y a 6 ans
  AzaezelX b6c28638b0 crashfix: we don't actually need the texture coordinates for forward lit surface creation. at that point, the rest of the shader features have already filled out the info being looked up from the gbuffer for deferred. (was triggering errors with float2 vs float3 coord entries for terrain) il y a 6 ans
  AzaezelX bc77ff0833 Revert "Updated SDL, Bullet and OpenAL soft libs" il y a 6 ans