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