AzaezelX
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c7cc86b357
clamp spot angle to 179,
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há 1 ano atrás |
marauder2k7
|
4417462499
Add support for both ies and cookie
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há 1 ano atrás |
marauder2k7
|
a12d915180
Loads an IES Photometric profile.
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há 1 ano atrás |
AzaezelX
|
593d0ef9f0
lighting corrections:
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há 1 ano atrás |
Robert MacGregor
|
5d26dba7da
* BugFix: Clear some MSVC compiler warnings.
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há 4 anos atrás |
Areloch
|
ae70cccfde
Fixes de-selection logic in editor that caused special cases to permanently be selected such as mounted Lights
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há 5 anos atrás |
Areloch
|
756f2ef680
Adds a pref to dictate if local lights can cast shadows or not.
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há 5 anos atrás |
Brian Roberts
|
4da43119b0
Merge pull request #270 from Areloch/lightFieldsCleanup
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há 5 anos atrás |
Areloch
|
695ad6357f
Hides some light fields for local lights that are intended for PSSM's, thus useless.
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há 5 anos atrás |
Areloch
|
7b02d81b54
Adds preferences for limiting the maximum number of local lights, as well as distance-based fading of local lights.
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há 5 anos atrás |
AzaezelX
|
33d82ea1f6
crashfix: `const U32 numVerts = curEntry.vertBuffer->` is invalid for vectorlights
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há 5 anos atrás |
Areloch
|
66cc6fb9d1
Removes current implement of shadow caching
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há 5 anos atrás |
Areloch
|
09c651c26d
Corrected profile for GameObjectAsset type field button
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há 5 anos atrás |
AzaezelX
|
501990c3b6
from @rextimmy: ssao work
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há 6 anos atrás |
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)
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há 6 anos atrás |
Tim Barnes
|
ab10cc0c87
timmy merge work
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há 6 anos atrás |
Tim Barnes
|
9e65e940d0
lighting single buffer
|
há 6 anos atrás |
Tim Barnes
|
c64aee9dcc
point light WIP & moved lighting position/direction to WS
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há 6 anos atrás |
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.
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há 7 anos atrás |
Areloch
|
b19a4b22c8
Implementation of reflection and skylight probes.
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há 7 anos atrás |
Areloch
|
b4a1d18f42
Core implementation of Physical Based Rendering.
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há 7 anos atrás |
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.
|
há 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
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há 8 anos atrás |
Areloch
|
af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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há 8 anos atrás |
James Urquhart
|
f91aa639d6
Remove projection offset, add the hmd head matrix. Also tidy up a few things.
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há 9 anos atrás |
Azaezel
|
13f00ca79d
adds toLinear and toGamma helper functions for ColorF, uses the former in adjusting lights.
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há 9 anos atrás |
rextimmy
|
41e5caf22b
Direct3D11 Engine/source changes
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há 9 anos atrás |
Azaezel
|
23c4b52e1f
courtessy @Lopuska: opengl occlusion query fix
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há 9 anos atrás |
Azaezel
|
2753f562e8
shadow caching
|
há 10 anos atrás |
LuisAntonRebollo
|
19afd0c22b
.
|
há 10 anos atrás |