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