Areloch 94e6d19fb2 Ensures that baking is consistently set to use HDR formats or not which avoids an occasional mismatch crash преди 5 години
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forcedMaterialMeshMgr.cpp 7c3bd49615 Adds ability to adjust padding to guiTextListCtrl's rows преди 6 години
forcedMaterialMeshMgr.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderBinManager.cpp afa52850c3 Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork преди 6 години
renderBinManager.h b19a4b22c8 Implementation of reflection and skylight probes. преди 7 години
renderDeferredMgr.cpp 0c7811bd1a shift pbrconfig to ORM преди 5 години
renderDeferredMgr.h 9e65e940d0 lighting single buffer преди 7 години
renderFormatChanger.cpp 9e65e940d0 lighting single buffer преди 7 години
renderFormatChanger.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderGlowMgr.cpp 529558f671 Initial implementation of Custom Shader Features преди 6 години
renderGlowMgr.h 30a8401d14 Add support for rendering particles to the glow buffer преди 11 години
renderImposterMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. преди 8 години
renderImposterMgr.h ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. преди 8 години
renderMeshMgr.cpp 529558f671 Initial implementation of Custom Shader Features преди 6 години
renderMeshMgr.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderObjectMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. преди 8 години
renderObjectMgr.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderOcclusionMgr.cpp 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 преди 8 години
renderOcclusionMgr.h 364dd3634d Remove dead code that contains a delete of an uninitialized pointer преди 11 години
renderParticleMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. преди 8 години
renderParticleMgr.h af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. преди 8 години
renderPassManager.cpp 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) преди 7 години
renderPassManager.h 6ade6f08ce Updated Assimp преди 5 години
renderPassStateToken.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. преди 10 години
renderPassStateToken.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderProbeMgr.cpp 94e6d19fb2 Ensures that baking is consistently set to use HDR formats or not which avoids an occasional mismatch crash преди 5 години
renderProbeMgr.h 6a3603c737 Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene. преди 5 години
renderTerrainMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. преди 8 години
renderTerrainMgr.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderTexTargetBinManager.cpp 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 преди 8 години
renderTexTargetBinManager.h 7dbfe6994d Engine directory for ticket #1 преди 13 години
renderTranslucentMgr.cpp 350d3e6702 Fixes 2 minor mistake corrections преди 5 години
renderTranslucentMgr.h 7dbfe6994d Engine directory for ticket #1 преди 13 години