AzaezelX
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645f88d4af
emissive to recivesShadows
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il y a 2 ans |
AzaezelX
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4c50270e25
fix orm vs single channel mapping
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il y a 2 ans |
AzaezelX
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e45b959d7d
correct imageassetarrays having a singular texture profile as oposed to a type per.
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il y a 4 ans |
AzaezelX
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f0d919e859
sound asset conversions - materials
|
il y a 4 ans |
AzaezelX
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bdf32f4f7b
texture profile cleanups
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il y a 4 ans |
Areloch
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5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
|
il y a 4 ans |
AzaezelX
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4250e1d1b4
simplification of the Class::_set<slotname>Asset methods, (as well as early outting before dAtoi(index) hurt itself if index was invalid)
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il y a 5 ans |
Areloch
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f0068c2435
Updates macromagic to properly set up for init'ing when image assets are set in material and terrain materials
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il y a 5 ans |
AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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il y a 5 ans |
Areloch
|
8956559bfd
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
|
il y a 5 ans |
Areloch
|
4ce558f042
Reworks the terrain loader code to work with the assets.
|
il y a 5 ans |
Areloch
|
9b907e77ee
Swaps some references from the windows SDK-specific FLT_MAX to T3D's F32_MAX
|
il y a 5 ans |
AzaezelX
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5f59ebbacc
uninitialized variables-materials
|
il y a 5 ans |
AzaezelX
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ff4b025c2c
adds alphatest shadows for translucent objects
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il y a 5 ans |
Areloch
|
f7b891442a
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
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il y a 5 ans |
Areloch
|
66cc6fb9d1
Removes current implement of shadow caching
|
il y a 5 ans |
Areloch
|
27ee09e491
Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0
|
il y a 5 ans |
Areloch
|
ac77315e29
Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0
|
il y a 5 ans |
AzaezelX
|
bd21a207ef
largely based on work by @rextimmy: add premultiplied alpha
|
il y a 5 ans |
Areloch
|
72ceede272
Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.
|
il y a 5 ans |
AzaezelX
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d034895e8f
shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization)
|
il y a 6 ans |
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...
|
il y a 6 ans |
AzaezelX
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65cbf49c4a
backend specularMap to PBRConfigMap alts.
|
il y a 6 ans |
Areloch
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ae857faae2
Adds test shapes of Kork and SpaceOrc
|
il y a 6 ans |
Areloch
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c283295f22
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
|
il y a 6 ans |
AzaezelX
|
57ee1882fa
strip out unused pixspecular to cut down on sources of confusion
|
il y a 6 ans |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
|
il y a 7 ans |
Areloch
|
5019478aad
begun adding uniform hooks
|
il y a 8 ans |
Areloch
|
dc5e502dec
Initial implementation of Custom Shader Features.
|
il y a 8 ans |
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
|
il y a 8 ans |