Commit History

Author SHA1 Message Date
  AzaezelX 0c7811bd1a shift pbrconfig to ORM 4 years ago
  AzaezelX b81b4c61a5 clean up leftover interlaced prepass experimental code. 5 years ago
  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 5 years ago
  Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 5 years ago
  Areloch 72ceede272 Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging. 5 years ago
  AzaezelX d034895e8f shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization) 5 years ago
  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 5 years ago
  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... 5 years ago
  AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts. 5 years ago
  AzaezelX 57ee1882fa strip out unused pixspecular to cut down on sources of confusion 6 years ago
  Tim Barnes 9e65e940d0 lighting single buffer 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 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
  James Urquhart 3496c549b5 Hardware Skinning Support 10 years ago
  Azaezel 76fe7937ce adresses C4189 warnings ('identifier' : local variable is initialized but not referenced) 9 years ago
  rextimmy 41e5caf22b Direct3D11 Engine/source changes 9 years ago
  Azaezel 196b214eae engine: 9 years ago
  Azaezel ce2964d2d0 diffuse/albedo texture linearization 9 years ago
  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. 10 years ago
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 13 years ago