| .. |
|
baseMatInstance.cpp
|
7dbfe6994d
Engine directory for ticket #1
|
13 年 前 |
|
baseMatInstance.h
|
d4c2eeea98
Selection Highlighting
|
8 年 前 |
|
baseMaterialDefinition.h
|
2753f562e8
shadow caching
|
10 年 前 |
|
customMaterialDefinition.cpp
|
6d5571e233
Fix preprocessor directive
|
11 年 前 |
|
customMaterialDefinition.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年 前 |
|
matInstance.cpp
|
d4c2eeea98
Selection Highlighting
|
8 年 前 |
|
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 年 前 |
|
matInstanceHook.cpp
|
7dbfe6994d
Engine directory for ticket #1
|
13 年 前 |
|
matInstanceHook.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年 前 |
|
matStateHint.cpp
|
7dbfe6994d
Engine directory for ticket #1
|
13 年 前 |
|
matStateHint.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年 前 |
|
matTextureTarget.cpp
|
15f67015d3
Reordering initialization methods #1912
|
8 年 前 |
|
matTextureTarget.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年 前 |
|
materialDefinition.cpp
|
b4a1d18f42
Core implementation of Physical Based Rendering.
|
7 年 前 |
|
materialDefinition.h
|
b4a1d18f42
Core implementation of Physical Based Rendering.
|
7 年 前 |
|
materialFeatureData.cpp
|
7dbfe6994d
Engine directory for ticket #1
|
13 年 前 |
|
materialFeatureData.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年 前 |
|
materialFeatureTypes.cpp
|
9e65e940d0
lighting single buffer
|
7 年 前 |
|
materialFeatureTypes.h
|
9e65e940d0
lighting single buffer
|
7 年 前 |
|
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 年 前 |
|
materialList.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年 前 |
|
materialManager.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 年 前 |
|
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 年 前 |
|
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 年 前 |
|
miscShdrDat.h
|
3496c549b5
Hardware Skinning Support
|
9 年 前 |
|
processedCustomMaterial.cpp
|
b19a4b22c8
Implementation of reflection and skylight probes.
|
7 年 前 |
|
processedCustomMaterial.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年 前 |
|
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 年 前 |
|
processedFFMaterial.h
|
3496c549b5
Hardware Skinning Support
|
9 年 前 |
|
processedMaterial.cpp
|
b4a1d18f42
Core implementation of Physical Based Rendering.
|
7 年 前 |
|
processedMaterial.h
|
b4a1d18f42
Core implementation of Physical Based Rendering.
|
7 年 前 |
|
processedShaderMaterial.cpp
|
9a39afa0eb
reflection probe updates
|
7 年 前 |
|
processedShaderMaterial.h
|
9a39afa0eb
reflection probe updates
|
7 年 前 |
|
sceneData.h
|
d4c2eeea98
Selection Highlighting
|
8 年 前 |
|
shaderData.cpp
|
02541ab1f9
shader hooks and gen cleanups
|
7 年 前 |
|
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 年 前 |
|
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 年 前 |
|
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 年 前 |