Robert MacGregor
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1b6b803a20
* BugFix: Clear a lot of warnings and correct a few actual programming errors along the way.
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3 years ago |
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 years ago |
Areloch
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756f2ef680
Adds a pref to dictate if local lights can cast shadows or not.
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5 years ago |
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 years ago |
AzaezelX
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f52c3d5ed2
uninitialized variables-lighting
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5 years ago |
Areloch
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66cc6fb9d1
Removes current implement of shadow caching
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5 years ago |
Areloch
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09c651c26d
Corrected profile for GameObjectAsset type field button
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5 years ago |
Tim Barnes
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ab10cc0c87
timmy merge work
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6 years ago |
Tim Barnes
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9e65e940d0
lighting single buffer
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6 years ago |
Tim Barnes
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c64aee9dcc
point light WIP & moved lighting position/direction to WS
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6 years ago |
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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6 years ago |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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6 years ago |
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 years ago |
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 years ago |
Azaezel
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2753f562e8
shadow caching
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9 years ago |
DavidWyand-GG
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b32e7688c2
Side by side rendering
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12 years ago |
DavidWyand-GG
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |