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baseMatInstance.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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baseMatInstance.h
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d4c2eeea98
Selection Highlighting
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8 years ago |
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baseMaterialDefinition.h
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2753f562e8
shadow caching
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10 years ago |
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customMaterialDefinition.cpp
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6d5571e233
Fix preprocessor directive
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11 years ago |
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customMaterialDefinition.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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matInstance.cpp
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d4c2eeea98
Selection Highlighting
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8 years ago |
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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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8 years ago |
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matInstanceHook.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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matInstanceHook.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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matStateHint.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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matStateHint.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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matTextureTarget.cpp
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15f67015d3
Reordering initialization methods #1912
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8 years ago |
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matTextureTarget.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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materialDefinition.cpp
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453958234e
console conversion
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7 years ago |
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materialDefinition.h
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 years ago |
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materialFeatureData.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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materialFeatureData.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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materialFeatureTypes.cpp
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d519479562
shifted forward lit probe lighting to pre-rt lighting in keeping with the deferred methodologies. in diong so, also needed to add a vertex feature for in/out tangent space normals detection. also in keeping with the fact we sample the deferred albedo result-buffer, fed the createForwardSurface the output target so that can take color multiplication et al instead of just raw albedo
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6 years ago |
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materialFeatureTypes.h
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9e65e940d0
lighting single buffer
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7 years ago |
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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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8 years ago |
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materialList.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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materialManager.cpp
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e718841467
Eliminate DefineConsoleFunction
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7 years ago |
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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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8 years ago |
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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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8 years ago |
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miscShdrDat.h
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3496c549b5
Hardware Skinning Support
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9 years ago |
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processedCustomMaterial.cpp
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2abdef7459
Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
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7 years ago |
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processedCustomMaterial.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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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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8 years ago |
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processedFFMaterial.h
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3496c549b5
Hardware Skinning Support
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9 years ago |
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processedMaterial.cpp
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 years ago |
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processedMaterial.h
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 years ago |
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processedShaderMaterial.cpp
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2abdef7459
Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
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7 years ago |
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processedShaderMaterial.h
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f110158654
Probe Array WIP
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7 years ago |
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sceneData.h
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d4c2eeea98
Selection Highlighting
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8 years ago |
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shaderData.cpp
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02541ab1f9
shader hooks and gen cleanups
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7 years ago |
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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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11 years ago |
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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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8 years ago |
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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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8 years ago |