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