JeffR
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79eebdd5f3
Cleaned and repacked work to update the probe bin and reflection probe behavior to clean and standardize it.
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3 years ago |
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.
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4 years ago |
Areloch
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5289fdf7f1
Re-implements the dynamic cubemap mode option for reflection probes
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4 years ago |
AzaezelX
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059d531b62
linux followup work by tim
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6 years ago |
Areloch
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600859bd63
Force proper update of box probe when attenuation changes
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6 years ago |
Areloch
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27b304eec3
Various fixes
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6 years ago |
Areloch
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a552471e4e
Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously
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6 years ago |
Areloch
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e2b194182c
Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes.
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6 years ago |
Areloch
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70d85d2241
Begun hook-in of skylight into array
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6 years ago |
Areloch
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788e265477
Finished current cleanup/reorg.
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6 years ago |
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 years ago |
Tim Barnes
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ab10cc0c87
timmy merge work
|
6 years ago |
Tim Barnes
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9e65e940d0
lighting single buffer
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6 years ago |
Areloch
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57f8549abe
Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
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6 years ago |
Areloch
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f31445751f
Updates and fixes to probe and lighting logic.
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7 years ago |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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7 years ago |