AzaezelX
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c7cc86b357
clamp spot angle to 179,
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1 год назад |
marauder2k7
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4417462499
Add support for both ies and cookie
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1 год назад |
marauder2k7
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a12d915180
Loads an IES Photometric profile.
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1 год назад |
AzaezelX
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593d0ef9f0
lighting corrections:
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1 год назад |
Robert MacGregor
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5d26dba7da
* BugFix: Clear some MSVC compiler warnings.
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4 лет назад |
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 лет назад |
Areloch
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756f2ef680
Adds a pref to dictate if local lights can cast shadows or not.
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5 лет назад |
Brian Roberts
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4da43119b0
Merge pull request #270 from Areloch/lightFieldsCleanup
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5 лет назад |
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 лет назад |
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 лет назад |
AzaezelX
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33d82ea1f6
crashfix: `const U32 numVerts = curEntry.vertBuffer->` is invalid for vectorlights
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5 лет назад |
Areloch
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66cc6fb9d1
Removes current implement of shadow caching
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5 лет назад |
Areloch
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09c651c26d
Corrected profile for GameObjectAsset type field button
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5 лет назад |
AzaezelX
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501990c3b6
from @rextimmy: ssao work
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6 лет назад |
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 лет назад |
Tim Barnes
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ab10cc0c87
timmy merge work
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6 лет назад |
Tim Barnes
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9e65e940d0
lighting single buffer
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6 лет назад |
Tim Barnes
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c64aee9dcc
point light WIP & moved lighting position/direction to WS
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6 лет назад |
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 лет назад |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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7 лет назад |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 лет назад |
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 лет назад |
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 лет назад |
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 лет назад |
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 лет назад |
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 лет назад |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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9 лет назад |
Azaezel
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23c4b52e1f
courtessy @Lopuska: opengl occlusion query fix
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9 лет назад |
Azaezel
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2753f562e8
shadow caching
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10 лет назад |
LuisAntonRebollo
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19afd0c22b
.
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10 лет назад |