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 jaren geleden
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advanced 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 jaren geleden
basic b19a4b22c8 Implementation of reflection and skylight probes. 7 jaren geleden
common 1c62080f7f cleaned up member::radius 7 jaren geleden
shadowMap 33ebe34440 more gfx shadowvar cleanups 7 jaren geleden
lightInfo.cpp 15f67015d3 Reordering initialization methods #1912 8 jaren geleden
lightInfo.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 jaren geleden
lightManager.cpp c0e8b047f5 Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader. 7 jaren geleden
lightManager.h 74ca8d106c retweaked filter for wether ot not to supress the zonelight culling methods when not in the diffuse pass 7 jaren geleden
lightQuery.cpp 7dbfe6994d Engine directory for ticket #1 13 jaren geleden
lightQuery.h 7dbfe6994d Engine directory for ticket #1 13 jaren geleden
lightingInterfaces.cpp 7dbfe6994d Engine directory for ticket #1 13 jaren geleden
lightingInterfaces.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 jaren geleden
shadowManager.cpp e718841467 Eliminate DefineConsoleFunction 7 jaren geleden
shadowManager.h 7dbfe6994d Engine directory for ticket #1 13 jaren geleden