Azaezel 47c36ff59d THIS IS AN ABOMINATION UNTO THE CODEBASE AND SHOULD BE REMOVED THE SECOND WE CAN SORT OUT WHAT THE HECK IS GOING ON WITH THAT QSORT há 7 anos atrás
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forcedMaterialMeshMgr.cpp 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
forcedMaterialMeshMgr.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
renderBinManager.cpp b4a1d18f42 Core implementation of Physical Based Rendering. há 7 anos atrás
renderBinManager.h b19a4b22c8 Implementation of reflection and skylight probes. há 7 anos atrás
renderDeferredMgr.cpp 9e65e940d0 lighting single buffer há 7 anos atrás
renderDeferredMgr.h 9e65e940d0 lighting single buffer há 7 anos atrás
renderFormatChanger.cpp 9e65e940d0 lighting single buffer há 7 anos atrás
renderFormatChanger.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
renderGlowMgr.cpp 3496c549b5 Hardware Skinning Support há 9 anos atrás
renderGlowMgr.h 30a8401d14 Add support for rendering particles to the glow buffer há 11 anos atrás
renderImposterMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. há 8 anos atrás
renderImposterMgr.h ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. há 8 anos atrás
renderMeshMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. há 8 anos atrás
renderMeshMgr.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
renderObjectMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. há 8 anos atrás
renderObjectMgr.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
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 há 8 anos atrás
renderOcclusionMgr.h 364dd3634d Remove dead code that contains a delete of an uninitialized pointer há 11 anos atrás
renderParticleMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. há 8 anos atrás
renderParticleMgr.h af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. há 8 anos atrás
renderPassManager.cpp b19a4b22c8 Implementation of reflection and skylight probes. há 7 anos atrás
renderPassManager.h 57f8549abe Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering. há 7 anos atrás
renderPassStateToken.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. há 10 anos atrás
renderPassStateToken.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
renderProbeMgr.cpp 47c36ff59d THIS IS AN ABOMINATION UNTO THE CODEBASE AND SHOULD BE REMOVED THE SECOND WE CAN SORT OUT WHAT THE HECK IS GOING ON WITH THAT QSORT há 7 anos atrás
renderProbeMgr.h 57f8549abe Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering. há 7 anos atrás
renderTerrainMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. há 8 anos atrás
renderTerrainMgr.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
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 há 8 anos atrás
renderTexTargetBinManager.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás
renderTranslucentMgr.cpp b4a1d18f42 Core implementation of Physical Based Rendering. há 7 anos atrás
renderTranslucentMgr.h 7dbfe6994d Engine directory for ticket #1 há 13 anos atrás