Commit History

Author SHA1 Message Date
  JeffR 434c6c26fe A clean implementation of Lukas' Fix side projection #684 PR with Az's addendum fix rolled in 3 years ago
  AzaezelX 5682bafb29 kills off that second buffer in terrain rendering when in forward mode 3 years ago
  Lukas Aldershaab 481e2a7230 Improve terrain rendering, handle bug with no detail 4 years ago
  Lukas Aldershaab 6f57aa51d2 Add 0.5f term back to contrast calculation 4 years ago
  Lukas Aldershaab 9cac064be8 Avoid negative heights in texture blending 4 years ago
  Lukas Aldershaab 10ed852dd2 Remove baseline component from contrast 4 years ago
  Lukas Aldershaab 3c165b7d45 Update blendContrast, add glsl support 4 years ago
  Lukas Aldershaab 1ffec9ab56 Add blend contrast slider 4 years ago
  Lukas Aldershaab 3c8d07a03e Cleanup and fixes 4 years ago
  Lukas Aldershaab 4f472bf402 New terrain blending 4 years ago
  Lukas Aldershaab 87dd7ffc4a Implement Singlepass Terrain Render 4 years ago
  Lukas Aldershaab 49a8c0ad36 Fix ORM maps in terrain textures 4 years ago
  AzaezelX 0c7811bd1a shift pbrconfig to ORM 4 years ago
  AzaezelX 4a88d7a4e4 adress #221 crash surpress macromap 5 years ago
  AzaezelX 9beaba0e60 HACKALERT: eat the low bit of the depth map to store off a copy of the blend total for norm|depth layer blending when layers exceed single passes. really should hunt down root causality there... 5 years ago
  AzaezelX 29a8d5d36c backend support for isSRGB and invSmooth flags, general cleanup HLSL side. left GLSL alone for sxs comparrison while we work out the kinks 5 years ago
  AzaezelX fb67458eaf fix terrain default values when not applying a pbrConfigMap 5 years ago
  Azaezel b3805fe778 Merge branch 'terrainNormalNeener' into PBR_PR 6 years ago
  Brian Roberts 4453a4ad4b Update terrFeatureHLSL.cpp 6 years ago
  Azaezel 2c0a57449e filter out pixel shader normalmap calcs when not in deferred mode. 6 years ago
  Areloch b19a4b22c8 Implementation of reflection and skylight probes. 7 years ago
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 years ago
  Areloch 88a94342f8 Merge pull request #2051 from lukaspj/correct-terrain-colors-linear 8 years ago
  Areloch 8c807485b1 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
  Lukas Jørgensen 0b9aede7a2 Fix for terrain detail color blending post-linearization 8 years ago
  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 years ago
  Areloch edd1e0a270 Removes Direct3D9 functionality. 8 years ago
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 years ago
  Areloch 1ed8b05169 Initial implementation of the new Base Game Template and some starting modules. 8 years ago
  Azaezel 598fb758f3 embeds blendtotal into the low bit for the normal|depth buffer for terrains to support multi-pass blending. 9 years ago