Historial de Commits

Autor SHA1 Mensaje Fecha
  Robert MacGregor 5d26dba7da * BugFix: Clear some MSVC compiler warnings. hace 3 años
  Areloch ae70cccfde Fixes de-selection logic in editor that caused special cases to permanently be selected such as mounted Lights hace 5 años
  Areloch 756f2ef680 Adds a pref to dictate if local lights can cast shadows or not. hace 5 años
  Brian Roberts 4da43119b0 Merge pull request #270 from Areloch/lightFieldsCleanup hace 5 años
  Areloch 695ad6357f Hides some light fields for local lights that are intended for PSSM's, thus useless. hace 5 años
  Areloch 7b02d81b54 Adds preferences for limiting the maximum number of local lights, as well as distance-based fading of local lights. hace 5 años
  AzaezelX 33d82ea1f6 crashfix: `const U32 numVerts = curEntry.vertBuffer->` is invalid for vectorlights hace 5 años
  Areloch 66cc6fb9d1 Removes current implement of shadow caching hace 5 años
  Areloch 09c651c26d Corrected profile for GameObjectAsset type field button hace 5 años
  AzaezelX 501990c3b6 from @rextimmy: ssao work hace 5 años
  Areloch 2abdef7459 Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights) hace 6 años
  Tim Barnes ab10cc0c87 timmy merge work hace 6 años
  Tim Barnes 9e65e940d0 lighting single buffer hace 6 años
  Tim Barnes c64aee9dcc point light WIP & moved lighting position/direction to WS hace 6 años
  Areloch e72f04648a Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive. hace 6 años
  Areloch b19a4b22c8 Implementation of reflection and skylight probes. hace 7 años
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. hace 7 años
  Areloch 212fc80dfc Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum. hace 8 años
  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 hace 8 años
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. hace 8 años
  James Urquhart f91aa639d6 Remove projection offset, add the hmd head matrix. Also tidy up a few things. hace 9 años
  Azaezel 13f00ca79d adds toLinear and toGamma helper functions for ColorF, uses the former in adjusting lights. hace 9 años
  rextimmy 41e5caf22b Direct3D11 Engine/source changes hace 9 años
  Azaezel 23c4b52e1f courtessy @Lopuska: opengl occlusion query fix hace 9 años
  Azaezel 2753f562e8 shadow caching hace 9 años
  LuisAntonRebollo 19afd0c22b . hace 10 años
  LuisAntonRebollo f166e5286d Fix lighting errors when all lights are disabled. hace 10 años
  Azaezel 9e404b3707 kills off the presence of a fake light when there are no others in a given scene hace 11 años
  DavidWyand-GG 91e542b8ec SceneCullingState with culling and camera frustum hace 11 años
  DavidWyand-GG b32e7688c2 Side by side rendering hace 12 años