Brian Roberts 4de1449c4b Merge pull request #442 from rextimmy/gfx_cleanup 5 年之前
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editors bf5b26f734 Assetifies MeshRoad, Decal Road, and the material slot of GroundCover 5 年之前
VolumetricFog.cpp 5a933c00d3 Removed old fixed function code from GFX. 5 年之前
VolumetricFog.h 09c651c26d Corrected profile for GameObjectAsset type field button 6 年之前
VolumetricFogRTManager.cpp 1efb687867 uninitialized variables-environment and forrest 5 年之前
VolumetricFogRTManager.h 27d6665d21 set volumetric fog to use the standard window-resized trigger for it's update 6 年之前
basicClouds.cpp 5a933c00d3 Removed old fixed function code from GFX. 5 年之前
basicClouds.h cb8b8b7316 Use shader data for get sampler register in CloudLayer and BasicClouds. 11 年之前
cloudLayer.cpp 5a933c00d3 Removed old fixed function code from GFX. 5 年之前
cloudLayer.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 年之前
decalRoad.cpp bf5b26f734 Assetifies MeshRoad, Decal Road, and the material slot of GroundCover 5 年之前
decalRoad.h bf5b26f734 Assetifies MeshRoad, Decal Road, and the material slot of GroundCover 5 年之前
meshRoad.cpp 8585278fe4 Adds autoimport logic for materials if the materialDefinition already exists 5 年之前
meshRoad.h bf5b26f734 Assetifies MeshRoad, Decal Road, and the material slot of GroundCover 5 年之前
nodeListManager.cpp 7dbfe6994d Engine directory for ticket #1 13 年之前
nodeListManager.h 1efb687867 uninitialized variables-environment and forrest 5 年之前
river.cpp 5a933c00d3 Removed old fixed function code from GFX. 5 年之前
river.h 1efb687867 uninitialized variables-environment and forrest 5 年之前
scatterSky.cpp c680471378 looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on 6 年之前
scatterSky.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 年之前
skyBox.cpp 454192ed02 from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog 5 年之前
skyBox.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 年之前
sun.cpp 6ade6f08ce Updated Assimp 5 年之前
sun.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 年之前
timeOfDay.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 年之前
timeOfDay.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 年之前
waterBlock.cpp 1efb687867 uninitialized variables-environment and forrest 5 年之前
waterBlock.h f4c940f4fe Added basic Walkabout with #define renamed and no editor. 11 年之前
waterObject.cpp d168df03e0 Correct bump map in waterObject.cpp being in sRGB space 5 年之前
waterObject.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 年之前
waterPlane.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 年之前
waterPlane.h f4c940f4fe Added basic Walkabout with #define renamed and no editor. 11 年之前