AzaezelX
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1dd8149074
cleanups for terrain blending
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2 years ago |
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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5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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4 years ago |
Lukas Aldershaab
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481e2a7230
Improve terrain rendering, handle bug with no detail
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4 years ago |
Lukas Aldershaab
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60a10f4334
Add global blendDepth slider and update default blendDepth for mats
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4 years ago |
Lukas Aldershaab
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1ffec9ab56
Add blend contrast slider
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4 years ago |
Lukas Aldershaab
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3c8d07a03e
Cleanup and fixes
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4 years ago |
Lukas Aldershaab
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4f472bf402
New terrain blending
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4 years ago |
Lukas Aldershaab
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87dd7ffc4a
Implement Singlepass Terrain Render
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4 years ago |
Lukas Aldershaab
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49a8c0ad36
Fix ORM maps in terrain textures
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4 years ago |
Brian Roberts
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d50f1f0b81
Merge pull request #342 from lukaspj/fix/replace-dstrcmp
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4 years ago |
Lukas Aldershaab
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c999baf7ed
Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense.
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4 years ago |
AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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4 years ago |
Areloch
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8956559bfd
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
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4 years ago |
AzaezelX
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4a88d7a4e4
adress #221 crash surpress macromap
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5 years ago |
AzaezelX
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c2e74f375a
uninitialized variables-terrain
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5 years ago |
AzaezelX
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29a8d5d36c
backend support for isSRGB and invSmooth flags, general cleanup HLSL side. left GLSL alone for sxs comparrison while we work out the kinks
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5 years ago |
Areloch
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c283295f22
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
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6 years ago |
Azaezel
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daef7aa128
debug spew cleanup
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6 years ago |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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7 years ago |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 years ago |
Azaezel
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01f0d5cfca
tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places.
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7 years ago |
Areloch
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dc5e502dec
Initial implementation of Custom Shader Features.
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7 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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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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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 |
RexTimmy
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d46f82ef1d
re-enable face culling for the terrain
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8 years ago |
Azaezel
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fbfd3ed8ed
clang: constructor initialization order
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8 years ago |
Azaezel
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598fb758f3
embeds blendtotal into the low bit for the normal|depth buffer for terrains to support multi-pass blending.
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9 years ago |
Azaezel
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196b214eae
engine:
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9 years ago |