Areloch 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 年之前
..
baseMatInstance.cpp 7dbfe6994d Engine directory for ticket #1 13 年之前
baseMatInstance.h d4c2eeea98 Selection Highlighting 8 年之前
baseMaterialDefinition.h 2753f562e8 shadow caching 10 年之前
customMaterialDefinition.cpp 6d5571e233 Fix preprocessor directive 11 年之前
customMaterialDefinition.h 7dbfe6994d Engine directory for ticket #1 13 年之前
matInstance.cpp d4c2eeea98 Selection Highlighting 8 年之前
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 年之前
matInstanceHook.cpp 7dbfe6994d Engine directory for ticket #1 13 年之前
matInstanceHook.h 7dbfe6994d Engine directory for ticket #1 13 年之前
matStateHint.cpp 7dbfe6994d Engine directory for ticket #1 13 年之前
matStateHint.h 7dbfe6994d Engine directory for ticket #1 13 年之前
matTextureTarget.cpp 15f67015d3 Reordering initialization methods #1912 8 年之前
matTextureTarget.h 7dbfe6994d Engine directory for ticket #1 13 年之前
materialDefinition.cpp 453958234e console conversion 7 年之前
materialDefinition.h b4a1d18f42 Core implementation of Physical Based Rendering. 7 年之前
materialFeatureData.cpp 7dbfe6994d Engine directory for ticket #1 13 年之前
materialFeatureData.h 7dbfe6994d Engine directory for ticket #1 13 年之前
materialFeatureTypes.cpp 9e65e940d0 lighting single buffer 7 年之前
materialFeatureTypes.h 9e65e940d0 lighting single buffer 7 年之前
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 年之前
materialList.h 7dbfe6994d Engine directory for ticket #1 13 年之前
materialManager.cpp e718841467 Eliminate DefineConsoleFunction 7 年之前
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 年之前
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 年之前
miscShdrDat.h 3496c549b5 Hardware Skinning Support 9 年之前
processedCustomMaterial.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 年之前
processedCustomMaterial.h 7dbfe6994d Engine directory for ticket #1 13 年之前
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 年之前
processedFFMaterial.h 3496c549b5 Hardware Skinning Support 9 年之前
processedMaterial.cpp b4a1d18f42 Core implementation of Physical Based Rendering. 7 年之前
processedMaterial.h b4a1d18f42 Core implementation of Physical Based Rendering. 7 年之前
processedShaderMaterial.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 年之前
processedShaderMaterial.h f110158654 Probe Array WIP 7 年之前
sceneData.h d4c2eeea98 Selection Highlighting 8 年之前
shaderData.cpp 02541ab1f9 shader hooks and gen cleanups 7 年之前
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 年之前
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 年之前
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 年之前