Histórico de commits

Autor SHA1 Mensagem Data
  Areloch af77444ec9 Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0 6 anos atrás
  AzaezelX 57ee1882fa strip out unused pixspecular to cut down on sources of confusion 6 anos atrás
  AzaezelX 80c9f35ee1 go back to using raw wsNormal with a few additional prep-lines for if that hasn't been made a var for that shader yet 6 anos atrás
  AzaezelX 98a3ff604a nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries) 6 anos atrás
  AzaezelX d519479562 shifted forward lit probe lighting to pre-rt lighting in keeping with the deferred methodologies. in diong so, also needed to add a vertex feature for in/out tangent space normals detection. also in keeping with the fact we sample the deferred albedo result-buffer, fed the createForwardSurface the output target so that can take color multiplication et al instead of just raw albedo 6 anos atrás
  AzaezelX 26b3ecff4c Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 6 anos atrás
  Areloch 6db975e81c random testing bits trying to isolate remaining forward issues. 6 anos atrás
  AzaezelX d2a01ece03 gl conversionwork - forward lit variant. do note, crashs with 6 anos atrás
  AzaezelX 9597014bc2 resource count and type sync with the computeForwardProbes call-insertion for shadergen. probly going to need to cook up a cubearray type 6 anos atrás
  AzaezelX 7108c8cc64 use the right recreation when lacking a composite map (still need to do up matinfo flags) 6 anos atrás
  AzaezelX d2ed2555c9 typofix+ *add* computeForwardProbes to replicate the stateblock used in deferred 6 anos atrás
  AzaezelX 8118f42411 leverage the macros for a bit more legibility 6 anos atrás
  AzaezelX ed385ff342 conform some of the "specularColor" entries (TODO: matinfo flags, like emissive/glow ect) 6 anos atrás
  AzaezelX 68f47d6041 defaults for diffusecolor, specularcolor (reminder todo: shift that to composite) and normal for createForwardSurface 6 anos atrás
  Areloch c025760422 Majority of forward work. Some state/register count issues and further testing required. 6 anos atrás
  Areloch afb5a589c3 Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl 6 anos atrás
  Azaezel 518bcaaabf from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw) 7 anos atrás
  Areloch b19a4b22c8 Implementation of reflection and skylight probes. 7 anos atrás
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 anos atrás
  Azaezel 1138637718 crashfix from prior commit 7 anos atrás
  Azaezel 02541ab1f9 shader hooks and gen cleanups 7 anos atrás
  Areloch 8c807485b1 Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds. 8 anos atrás
  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 anos atrás
  Areloch edd1e0a270 Removes Direct3D9 functionality. 8 anos atrás
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 anos atrás
  Areloch 1ed8b05169 Initial implementation of the new Base Game Template and some starting modules. 8 anos atrás
  Azaezel c6e2563a38 went overzealous on the bitangent cleanup when reviewing parallax. the W multiplier can and should stay. the y flip can remain gone. 8 anos atrás
  Azaezel a5755be681 factoring in tangentW casues parallax (but not normals) to swap specular highlight directions. removed that, as well as a prior attempted workaround. 8 anos atrás
  James Urquhart 3496c549b5 Hardware Skinning Support 10 anos atrás
  Anis e13513f059 Merge pull request #1713 from Azaezel/c4189_cleanup 9 anos atrás