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