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