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