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forcedMaterialMeshMgr.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 년 전 |
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forcedMaterialMeshMgr.h
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7dbfe6994d
Engine directory for ticket #1
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13 년 전 |
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renderBinManager.cpp
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 년 전 |
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renderBinManager.h
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b19a4b22c8
Implementation of reflection and skylight probes.
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7 년 전 |
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renderDeferredMgr.cpp
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86e5fe2adf
removed redundant cleartarget, added clearcolorattachment 4, tagged gbuffer slots
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7 년 전 |
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renderDeferredMgr.h
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8fadf880a3
Merge branch 'PBR_Bins_Reordered' of https://github.com/Areloch/Torque3D into PBR_PR
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7 년 전 |
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renderFormatChanger.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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8 년 전 |
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renderFormatChanger.h
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7dbfe6994d
Engine directory for ticket #1
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13 년 전 |
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renderGlowMgr.cpp
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3496c549b5
Hardware Skinning Support
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9 년 전 |
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renderGlowMgr.h
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30a8401d14
Add support for rendering particles to the glow buffer
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11 년 전 |
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renderImposterMgr.cpp
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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8 년 전 |
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renderImposterMgr.h
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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8 년 전 |
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renderMeshMgr.cpp
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 년 전 |
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renderMeshMgr.h
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7dbfe6994d
Engine directory for ticket #1
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13 년 전 |
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renderObjectMgr.cpp
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 년 전 |
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renderObjectMgr.h
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7dbfe6994d
Engine directory for ticket #1
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13 년 전 |
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renderOcclusionMgr.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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8 년 전 |
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renderOcclusionMgr.h
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364dd3634d
Remove dead code that contains a delete of an uninitialized pointer
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11 년 전 |
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renderParticleMgr.cpp
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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8 년 전 |
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renderParticleMgr.h
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 년 전 |
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renderPassManager.cpp
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b19a4b22c8
Implementation of reflection and skylight probes.
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7 년 전 |
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renderPassManager.h
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57f8549abe
Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
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7 년 전 |
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renderPassStateToken.cpp
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7a3b40a86d
Initial Implementation of the Taml, Asset and Modules systems.
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10 년 전 |
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renderPassStateToken.h
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7dbfe6994d
Engine directory for ticket #1
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13 년 전 |
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renderProbeMgr.cpp
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9a39afa0eb
reflection probe updates
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7 년 전 |
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renderProbeMgr.h
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57f8549abe
Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
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7 년 전 |
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renderTerrainMgr.cpp
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 년 전 |
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renderTerrainMgr.h
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7dbfe6994d
Engine directory for ticket #1
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13 년 전 |
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renderTexTargetBinManager.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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8 년 전 |
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renderTexTargetBinManager.h
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7dbfe6994d
Engine directory for ticket #1
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13 년 전 |
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renderTranslucentMgr.cpp
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 년 전 |
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renderTranslucentMgr.h
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7dbfe6994d
Engine directory for ticket #1
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13 년 전 |