Commit History

Author SHA1 Message Date
  Areloch 7567ca10c3 Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds. 8 years ago
  Areloch 0801a3cca8 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 years ago
  Areloch 7e5e3b5105 Removes Direct3D9 functionality. 8 years ago
  Areloch 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 years ago
  Areloch d680dc9934 Initial implementation of the new Base Game Template and some starting modules. 8 years ago
  Azaezel a5755be681 factoring in tangentW casues parallax (but not normals) to swap specular highlight directions. removed that, as well as a prior attempted workaround. 8 years ago
  rextimmy 41e5caf22b Direct3D11 Engine/source changes 9 years ago
  Areloch 95ab3a33a5 Merge pull request #719 from rextimmy/dxtnm-parallax-fix 10 years ago
  LuisAntonRebollo 1ac8fab884 Changes for get necesary sampler names for OpenGL shaders. 11 years ago
  rextimmy 3c56bf3a56 Fix to allow parallax mapping with dxtnm textures via the red channel. 11 years ago
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 13 years ago