Marc Chapman a64a2c9793 remap-txr-tags -- runtime reassignment of texture tag names. (Useful for splitting up tags with the same name in order to map different materials to them.) 8 ani în urmă
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baseMatInstance.cpp 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
baseMatInstance.h d4c2eeea98 Selection Highlighting 8 ani în urmă
baseMaterialDefinition.h 2753f562e8 shadow caching 10 ani în urmă
customMaterialDefinition.cpp 6d5571e233 Fix preprocessor directive 11 ani în urmă
customMaterialDefinition.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
matInstance.cpp d4c2eeea98 Selection Highlighting 8 ani în urmă
matInstance.h 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 ani în urmă
matInstanceHook.cpp 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
matInstanceHook.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
matStateHint.cpp 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
matStateHint.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
matTextureTarget.cpp 15f67015d3 Reordering initialization methods #1912 8 ani în urmă
matTextureTarget.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
materialDefinition.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 8 ani în urmă
materialDefinition.h 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 ani în urmă
materialFeatureData.cpp 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
materialFeatureData.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
materialFeatureTypes.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 8 ani în urmă
materialFeatureTypes.h 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 ani în urmă
materialList.cpp a64a2c9793 remap-txr-tags -- runtime reassignment of texture tag names. (Useful for splitting up tags with the same name in order to map different materials to them.) 8 ani în urmă
materialList.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
materialManager.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 8 ani în urmă
materialManager.h 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 ani în urmă
materialParameters.h 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 ani în urmă
miscShdrDat.h 3496c549b5 Hardware Skinning Support 9 ani în urmă
processedCustomMaterial.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 8 ani în urmă
processedCustomMaterial.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
processedFFMaterial.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 8 ani în urmă
processedFFMaterial.h 3496c549b5 Hardware Skinning Support 9 ani în urmă
processedMaterial.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 8 ani în urmă
processedMaterial.h 3496c549b5 Hardware Skinning Support 9 ani în urmă
processedShaderMaterial.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 8 ani în urmă
processedShaderMaterial.h 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 ani în urmă
sceneData.h d4c2eeea98 Selection Highlighting 8 ani în urmă
shaderData.cpp edd1e0a270 Removes Direct3D9 functionality. 8 ani în urmă
shaderData.h 79e158d528 Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files. 11 ani în urmă
shaderMaterialParameters.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 8 ani în urmă
shaderMaterialParameters.h 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 ani în urmă