| .. |
|
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 |