Commit History

Autor SHA1 Mensaxe Data
  AzaezelX 0c7811bd1a shift pbrconfig to ORM %!s(int64=5) %!d(string=hai) anos
  AzaezelX 454192ed02 from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog %!s(int64=5) %!d(string=hai) anos
  AzaezelX 091af6bdff glowmap gl port rev1: debug yells about "ShaderFeatureGLSL::getInTexCoord - Type mismatch!", so will need to hunt that down before calling it final, but otherwise, functions. %!s(int64=6) %!d(string=hai) anos
  AzaezelX d034895e8f shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization) %!s(int64=6) %!d(string=hai) anos
  AzaezelX 8fac88dadc more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature %!s(int64=6) %!d(string=hai) anos
  AzaezelX bfccfca0ce more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though... %!s(int64=6) %!d(string=hai) anos
  AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts. %!s(int64=6) %!d(string=hai) anos
  AzaezelX 57ee1882fa strip out unused pixspecular to cut down on sources of confusion %!s(int64=6) %!d(string=hai) anos
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. %!s(int64=7) %!d(string=hai) anos
  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 %!s(int64=8) %!d(string=hai) anos
  James Urquhart 3496c549b5 Hardware Skinning Support %!s(int64=10) %!d(string=hai) anos
  Azaezel 76fe7937ce adresses C4189 warnings ('identifier' : local variable is initialized but not referenced) %!s(int64=9) %!d(string=hai) anos
  Azaezel 196b214eae engine: %!s(int64=9) %!d(string=hai) anos
  Azaezel ce2964d2d0 diffuse/albedo texture linearization %!s(int64=10) %!d(string=hai) anos
  Azaezel c6cdfafe4e cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. %!s(int64=10) %!d(string=hai) anos
  LuisAntonRebollo 4409a12af6 Fix GLSL out fragment shader color. %!s(int64=11) %!d(string=hai) anos
  LuisAntonRebollo 9221b4dd10 Update GLSL Shadergen. Not used on DX9. %!s(int64=11) %!d(string=hai) anos
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos