AzaezelX
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ad3c961579
get probes displaying with low Texture quality
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3 years ago |
Robert MacGregor
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5d26dba7da
* BugFix: Clear some MSVC compiler warnings.
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3 years ago |
Jeff Raab
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da18eaff45
Initial implementation of separated client and server create/destroy functions for module setup
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6 years ago |
Areloch
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dd3422b5a2
Added ability to pass ints to post effect shader consts
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6 years ago |
Areloch
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1627cbabe6
ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
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6 years ago |
Areloch
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26471aaa77
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
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6 years ago |
Azaezel
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26a89882c7
tracks wether or not a cubemap has been fully intitialised (as well as defautls for other shared entries). skips out including an uninitialized cuebmap in probe array (inthoery. in practice, need to root arround a bit more)
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6 years ago |
Tim Barnes
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ab10cc0c87
timmy merge work
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6 years ago |
Areloch
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1f7cf55204
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
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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 |
RexTimmy
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28a9e99258
Correctly copy mipmap sub resources for DX11 cubemap.
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9 years ago |
rextimmy
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1ff6f221fb
Direct3D11 GFX device.
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9 years ago |