AzaezelX
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d23ee397e6
adds wetness
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2 年之前 |
AzaezelX
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ad3c961579
get probes displaying with low Texture quality
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3 年之前 |
AzaezelX
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c14c9b78c0
drop the prior requirement for a createcomposite to have a minimum of roughness and metalness. also kick it off if it's got just an ao map.
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3 年之前 |
JeffR
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d044ae0702
Removed unneeded default irradiance and prefilter cubemaps, and their convars
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3 年之前 |
AzaezelX
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ab878eb312
report which profile usages are conflicting (was,is)
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4 年之前 |
Areloch
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c5cdba750e
Fixes some minor errors on MacOS regarding compiling in clang
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4 年之前 |
Lukas Aldershaab
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d3996aec84
Add texture size fields to terrain textures and improve editor performance
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4 年之前 |
Lukas Aldershaab
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87dd7ffc4a
Implement Singlepass Terrain Render
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4 年之前 |
AzaezelX
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0fa8e23475
adress #385
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4 年之前 |
AzaezelX
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ed260548c5
fix for empty r channel creation of composites crashing out
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5 年之前 |
Brian Roberts
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d50f1f0b81
Merge pull request #342 from lukaspj/fix/replace-dstrcmp
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5 年之前 |
Lukas Aldershaab
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197a62f6ea
Convert dStrcmp to String::compare for more cases
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5 年之前 |
AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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5 年之前 |
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 年之前 |
Areloch
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45d304ee31
Fixes the backend logic for setting/creating 3DTextures in D3D11
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5 年之前 |
Areloch
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6ade6f08ce
Updated Assimp
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5 年之前 |
Areloch
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e7bf49e801
Moved unneeded modules to Templates/Modules
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6 年之前 |
Areloch
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17cec11b97
Added refactor of Editor Settings window
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6 年之前 |
AzaezelX
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35ea209827
corrects a leak found with createcomposite
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6 年之前 |
Areloch
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cedbd387d9
Updating BaseGame to work with PBR, and a PBR example module
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6 年之前 |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 年之前 |
Azaezel
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f70e11c7d7
from@rextimmy: reports the same texture used with 2 conflicting textureProfiles (flipping back and forth causes duplicates)
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8 年之前 |
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 年之前 |
Areloch
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1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
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8 年之前 |
rextimmy
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f6d624be8f
Fix mipmap count and potential crash for non square textures that are allocated with GBitmap class
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8 年之前 |
Anis
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fe5bf90153
Merge pull request #1102 from Azaezel/mipmap_emission
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9 年之前 |
Daniel Buckmaster
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86e0e67496
Merge pull request #1352 from Areloch/PVS_Cleanup_807
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10 年之前 |
Areloch
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5c688260d5
Issue found with PVS-Studio:
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10 年之前 |
Areloch
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2002d74b78
Issue found with PVS-Studio:
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10 年之前 |
Azaezel
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b8c750dd56
extraneous mipmap generation prune
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10 年之前 |