Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 6 lat temu
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advanced 062e6f3364 Merge branch 'Preview4_0' of https://github.com/Areloch/Torque3D into alph40_pbrConfig_BREAKINGWip 6 lat temu
basic 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... 6 lat temu
common 1c62080f7f cleaned up member::radius 7 lat temu
shadowMap 6b6e5b6ca2 Merge branch 'alpha40DynShadowRefreshRedux' of https://github.com/Azaezel/Torque3D into Preview4_0 6 lat temu
lightInfo.cpp 15f67015d3 Reordering initialization methods #1912 8 lat temu
lightInfo.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 lat temu
lightManager.cpp 2e56645f13 shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame) 6 lat temu
lightManager.h ebe2c2dead Add vector light support to forward materials. 6 lat temu
lightQuery.cpp 7dbfe6994d Engine directory for ticket #1 13 lat temu
lightQuery.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
lightingInterfaces.cpp 7dbfe6994d Engine directory for ticket #1 13 lat temu
lightingInterfaces.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 lat temu
shadowManager.cpp e718841467 Eliminate DefineConsoleFunction 7 lat temu
shadowManager.h 7dbfe6994d Engine directory for ticket #1 13 lat temu