AzaezelX
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f633ef3a3d
fill in the validated variables
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7 meses atrás |
marauder2k7
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9af22dc302
BUG: Probe baking look at matrix was wrong
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9 meses atrás |
marauder2k7
|
f288ffccba
cubemap baking fix
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10 meses atrás |
Brian Roberts
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29ba0439b7
Merge pull request #1260 from Azaezel/alpha41/dynamicReflectionRevisions
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1 ano atrás |
AzaezelX
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824b9a9cd5
fix dynamicCubemaps on objects
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1 ano atrás |
marauder2k7
|
ce4d861658
Test PR for generating cubemap mips
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1 ano atrás |
AzaezelX
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d16f2df63a
make cubic reflectors respect the reflectordesc->detailAdjust
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1 ano atrás |
AtomicWalrus
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75625dc679
Reverse depth & 32F buffer format
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2 anos atrás |
AzaezelX
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f5a34308f9
add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector
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2 anos atrás |
Areloch
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6a3603c737
Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene.
|
5 anos atrás |
Areloch
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89128ce14a
Post FX script file initialization
|
6 anos atrás |
Azaezel
|
ebf3f2d971
reflector classvar cleanups
|
7 anos atrás |
Azaezel
|
181f95510a
method to make sure we're not getting pixel shader inputs mixed with outputs.
|
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 |
Azaezel
|
cc9955e102
unused variable cleanup
|
9 anos atrás |
James Urquhart
|
1198932e87
Basic fix for reflections in both stereo rendering modes
|
9 anos atrás |
James Urquhart
|
de48afc00c
USe correct frustum projections in reflections in separate rt mode
|
9 anos atrás |
James Urquhart
|
784f6f92d8
Fix lens flare in side-by-side view
|
9 anos atrás |
James Urquhart
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f91aa639d6
Remove projection offset, add the hmd head matrix. Also tidy up a few things.
|
9 anos atrás |
Azaezel
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8c5810adad
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
|
9 anos atrás |
James Urquhart
|
efc47ed757
Basic fix for stereo rendering without a display device
|
10 anos atrás |
James Urquhart
|
3a457749ec
Oculus VR DK2 Support
|
10 anos atrás |
Ben Payne
|
98e79f3aec
Fix uninitialized member vars
|
11 anos atrás |
LuisAntonRebollo
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c0b2e6536b
Reduce innecesary changes on Render Target textures.
|
11 anos atrás |
Daniel Buckmaster
|
87d9e245b7
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
|
11 anos atrás |
DavidWyand-GG
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91e542b8ec
SceneCullingState with culling and camera frustum
|
12 anos atrás |
DavidWyand-GG
|
2fc5adb536
PlaneReflector Support for Side-by-Side Rendering
|
12 anos atrás |
cpusci
|
7a8f46b19f
Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx
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12 anos atrás |
DavidWyand-GG
|
7dbfe6994d
Engine directory for ticket #1
|
13 anos atrás |