JeffR f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does. 4 meses atrás
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baseMatInstance.cpp 7dbfe6994d Engine directory for ticket #1 13 anos atrás
baseMatInstance.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 anos atrás
baseMaterialDefinition.h ff4b025c2c adds alphatest shadows for translucent objects 5 anos atrás
customMaterialDefinition.cpp f633ef3a3d fill in the validated variables 9 meses atrás
customMaterialDefinition.h efbe5e90f5 virtuals removed 1 ano atrás
customShaderBindingData.h 5f59ebbacc uninitialized variables-materials 5 anos atrás
matInstance.cpp 2b295fb7f0 rest of virtuals removed 1 ano atrás
matInstance.h efbe5e90f5 virtuals removed 1 ano atrás
matInstanceHook.cpp 7dbfe6994d Engine directory for ticket #1 13 anos atrás
matInstanceHook.h 7dbfe6994d Engine directory for ticket #1 13 anos atrás
matStateHint.cpp 7dbfe6994d Engine directory for ticket #1 13 anos atrás
matStateHint.h 7dbfe6994d Engine directory for ticket #1 13 anos atrás
matTextureTarget.cpp dca2dc0074 Implementation of guiRenderTargetVizCtrl 5 anos atrás
matTextureTarget.h dca2dc0074 Implementation of guiRenderTargetVizCtrl 5 anos atrás
materialDefinition.cpp f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does. 4 meses atrás
materialDefinition.h f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does. 4 meses atrás
materialFeatureData.cpp 7dbfe6994d Engine directory for ticket #1 13 anos atrás
materialFeatureData.h 7dbfe6994d Engine directory for ticket #1 13 anos atrás
materialFeatureTypes.cpp 56e4484ff6 remove glowbin as it's own render pass 1 ano atrás
materialFeatureTypes.h 645f88d4af emissive to recivesShadows 3 anos atrás
materialList.cpp 438e6cbb3c fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter 4 anos atrás
materialList.h 7dbfe6994d Engine directory for ticket #1 13 anos atrás
materialManager.cpp ea49af52a5 Update materialManager.cpp 9 meses atrás
materialManager.h fad397d914 always cleanup -_- 9 meses atrás
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 anos atrás
miscShdrDat.h 3496c549b5 Hardware Skinning Support 9 anos atrás
processedCustomMaterial.cpp fe26ffc375 shift capturing from a globalMacro to a sceneRenderstate S32 1 ano atrás
processedCustomMaterial.h 2b295fb7f0 rest of virtuals removed 1 ano atrás
processedMaterial.cpp 40974dd14b use of get<some name> methods that already return nulls/false when attempting to load 7 meses atrás
processedMaterial.h 56e4484ff6 remove glowbin as it's own render pass 1 ano atrás
processedShaderMaterial.cpp 8bd145d54f use of get<some name> methods that already return nulls/false when attempting to load 7 meses atrás
processedShaderMaterial.h fe26ffc375 shift capturing from a globalMacro to a sceneRenderstate S32 1 ano atrás
sceneData.h 56e4484ff6 remove glowbin as it's own render pass 1 ano atrás
shaderData.cpp f633ef3a3d fill in the validated variables 9 meses atrás
shaderData.h efbe5e90f5 virtuals removed 1 ano atrás
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 anos atrás
shaderMaterialParameters.h 2b295fb7f0 rest of virtuals removed 1 ano atrás