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