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