Robert MacGregor
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5d26dba7da
* BugFix: Clear some MSVC compiler warnings.
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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 |
Brian Roberts
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4da43119b0
Merge pull request #270 from Areloch/lightFieldsCleanup
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5 years ago |
Areloch
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695ad6357f
Hides some light fields for local lights that are intended for PSSM's, thus useless.
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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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33d82ea1f6
crashfix: `const U32 numVerts = curEntry.vertBuffer->` is invalid for vectorlights
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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 |
AzaezelX
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501990c3b6
from @rextimmy: ssao work
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5 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
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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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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 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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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
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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 |
James Urquhart
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f91aa639d6
Remove projection offset, add the hmd head matrix. Also tidy up a few things.
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9 years ago |
Azaezel
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13f00ca79d
adds toLinear and toGamma helper functions for ColorF, uses the former in adjusting lights.
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9 years ago |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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9 years ago |
Azaezel
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23c4b52e1f
courtessy @Lopuska: opengl occlusion query fix
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9 years ago |
Azaezel
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2753f562e8
shadow caching
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9 years ago |
LuisAntonRebollo
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19afd0c22b
.
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10 years ago |
LuisAntonRebollo
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f166e5286d
Fix lighting errors when all lights are disabled.
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10 years ago |
Azaezel
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9e404b3707
kills off the presence of a fake light when there are no others in a given scene
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11 years ago |
DavidWyand-GG
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91e542b8ec
SceneCullingState with culling and camera frustum
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11 years ago |
DavidWyand-GG
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b32e7688c2
Side by side rendering
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12 years ago |