AzaezelX
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c7cc86b357
clamp spot angle to 179,
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1 jaar geleden |
marauder2k7
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4417462499
Add support for both ies and cookie
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1 jaar geleden |
marauder2k7
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a12d915180
Loads an IES Photometric profile.
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1 jaar geleden |
AzaezelX
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593d0ef9f0
lighting corrections:
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1 jaar geleden |
Robert MacGregor
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5d26dba7da
* BugFix: Clear some MSVC compiler warnings.
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4 jaren geleden |
Areloch
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ae70cccfde
Fixes de-selection logic in editor that caused special cases to permanently be selected such as mounted Lights
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5 jaren geleden |
Areloch
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756f2ef680
Adds a pref to dictate if local lights can cast shadows or not.
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5 jaren geleden |
Brian Roberts
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4da43119b0
Merge pull request #270 from Areloch/lightFieldsCleanup
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5 jaren geleden |
Areloch
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695ad6357f
Hides some light fields for local lights that are intended for PSSM's, thus useless.
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5 jaren geleden |
Areloch
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7b02d81b54
Adds preferences for limiting the maximum number of local lights, as well as distance-based fading of local lights.
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5 jaren geleden |
AzaezelX
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33d82ea1f6
crashfix: `const U32 numVerts = curEntry.vertBuffer->` is invalid for vectorlights
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5 jaren geleden |
Areloch
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66cc6fb9d1
Removes current implement of shadow caching
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5 jaren geleden |
Areloch
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09c651c26d
Corrected profile for GameObjectAsset type field button
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5 jaren geleden |
AzaezelX
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501990c3b6
from @rextimmy: ssao work
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6 jaren geleden |
Areloch
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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)
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6 jaren geleden |
Tim Barnes
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ab10cc0c87
timmy merge work
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6 jaren geleden |
Tim Barnes
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9e65e940d0
lighting single buffer
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6 jaren geleden |
Tim Barnes
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c64aee9dcc
point light WIP & moved lighting position/direction to WS
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6 jaren geleden |
Areloch
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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.
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7 jaren geleden |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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7 jaren geleden |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 jaren geleden |
Areloch
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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.
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8 jaren geleden |
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 jaren geleden |
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 jaren geleden |
James Urquhart
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f91aa639d6
Remove projection offset, add the hmd head matrix. Also tidy up a few things.
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9 jaren geleden |
Azaezel
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13f00ca79d
adds toLinear and toGamma helper functions for ColorF, uses the former in adjusting lights.
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9 jaren geleden |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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9 jaren geleden |
Azaezel
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23c4b52e1f
courtessy @Lopuska: opengl occlusion query fix
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9 jaren geleden |
Azaezel
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2753f562e8
shadow caching
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10 jaren geleden |
LuisAntonRebollo
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19afd0c22b
.
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10 jaren geleden |