Tim Barnes 9e65e940d0 lighting single buffer 7 年 前
..
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