Areloch 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 jaren geleden
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forcedMaterialMeshMgr.cpp 7dbfe6994d Engine directory for ticket #1 13 jaren geleden
forcedMaterialMeshMgr.h 7dbfe6994d Engine directory for ticket #1 13 jaren geleden
renderBinManager.cpp c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 6 jaren geleden
renderBinManager.h b19a4b22c8 Implementation of reflection and skylight probes. 7 jaren geleden
renderDeferredMgr.cpp 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 jaren geleden
renderDeferredMgr.h 9e65e940d0 lighting single buffer 7 jaren geleden
renderFormatChanger.cpp 9e65e940d0 lighting single buffer 7 jaren geleden
renderFormatChanger.h 7dbfe6994d Engine directory for ticket #1 13 jaren geleden
renderGlowMgr.cpp 39f86d8c30 asdasd 8 jaren geleden
renderGlowMgr.h 30a8401d14 Add support for rendering particles to the glow buffer 11 jaren geleden
renderImposterMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 jaren geleden
renderImposterMgr.h ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 jaren geleden
renderMeshMgr.cpp 39f86d8c30 asdasd 8 jaren geleden
renderMeshMgr.h 7dbfe6994d Engine directory for ticket #1 13 jaren geleden
renderObjectMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 jaren geleden
renderObjectMgr.h 7dbfe6994d Engine directory for ticket #1 13 jaren geleden
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 8 jaren geleden
renderOcclusionMgr.h 364dd3634d Remove dead code that contains a delete of an uninitialized pointer 11 jaren geleden
renderParticleMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 jaren geleden
renderParticleMgr.h af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 jaren geleden
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) 7 jaren geleden
renderPassManager.h c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 6 jaren geleden
renderPassStateToken.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. 10 jaren geleden
renderPassStateToken.h 7dbfe6994d Engine directory for ticket #1 13 jaren geleden
renderProbeMgr.cpp 3fa7a0d4fa Various fixes 6 jaren geleden
renderProbeMgr.h 4e557aec83 Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well. 6 jaren geleden
renderTerrainMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 jaren geleden
renderTerrainMgr.h 7dbfe6994d Engine directory for ticket #1 13 jaren geleden
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 8 jaren geleden
renderTexTargetBinManager.h 7dbfe6994d Engine directory for ticket #1 13 jaren geleden
renderTranslucentMgr.cpp c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 6 jaren geleden
renderTranslucentMgr.h 7dbfe6994d Engine directory for ticket #1 13 jaren geleden