| .. |
|
baseMatInstance.cpp
|
7dbfe6994d
Engine directory for ticket #1
|
13 years ago |
|
baseMatInstance.h
|
3697737498
Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development
|
6 years ago |
|
baseMaterialDefinition.h
|
ff4b025c2c
adds alphatest shadows for translucent objects
|
5 years ago |
|
customMaterialDefinition.cpp
|
f633ef3a3d
fill in the validated variables
|
9 months ago |
|
customMaterialDefinition.h
|
efbe5e90f5
virtuals removed
|
1 year ago |
|
customShaderBindingData.h
|
5f59ebbacc
uninitialized variables-materials
|
5 years ago |
|
matInstance.cpp
|
2b295fb7f0
rest of virtuals removed
|
1 year ago |
|
matInstance.h
|
efbe5e90f5
virtuals removed
|
1 year ago |
|
matInstanceHook.cpp
|
7dbfe6994d
Engine directory for ticket #1
|
13 years ago |
|
matInstanceHook.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 years ago |
|
matStateHint.cpp
|
7dbfe6994d
Engine directory for ticket #1
|
13 years ago |
|
matStateHint.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 years ago |
|
matTextureTarget.cpp
|
dca2dc0074
Implementation of guiRenderTargetVizCtrl
|
5 years ago |
|
matTextureTarget.h
|
dca2dc0074
Implementation of guiRenderTargetVizCtrl
|
5 years ago |
|
materialDefinition.cpp
|
f3cad0d77e
Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does.
|
4 months ago |
|
materialDefinition.h
|
f3cad0d77e
Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does.
|
4 months ago |
|
materialFeatureData.cpp
|
7dbfe6994d
Engine directory for ticket #1
|
13 years ago |
|
materialFeatureData.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 years ago |
|
materialFeatureTypes.cpp
|
56e4484ff6
remove glowbin as it's own render pass
|
1 year ago |
|
materialFeatureTypes.h
|
645f88d4af
emissive to recivesShadows
|
3 years ago |
|
materialList.cpp
|
438e6cbb3c
fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter
|
4 years ago |
|
materialList.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 years ago |
|
materialManager.cpp
|
ea49af52a5
Update materialManager.cpp
|
8 months ago |
|
materialManager.h
|
fad397d914
always cleanup -_-
|
8 months ago |
|
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
|
8 years ago |
|
miscShdrDat.h
|
3496c549b5
Hardware Skinning Support
|
9 years ago |
|
processedCustomMaterial.cpp
|
fe26ffc375
shift capturing from a globalMacro to a sceneRenderstate S32
|
1 year ago |
|
processedCustomMaterial.h
|
2b295fb7f0
rest of virtuals removed
|
1 year ago |
|
processedMaterial.cpp
|
40974dd14b
use of get<some name> methods that already return nulls/false when attempting to load
|
6 months ago |
|
processedMaterial.h
|
56e4484ff6
remove glowbin as it's own render pass
|
1 year ago |
|
processedShaderMaterial.cpp
|
8bd145d54f
use of get<some name> methods that already return nulls/false when attempting to load
|
6 months ago |
|
processedShaderMaterial.h
|
fe26ffc375
shift capturing from a globalMacro to a sceneRenderstate S32
|
1 year ago |
|
sceneData.h
|
56e4484ff6
remove glowbin as it's own render pass
|
1 year ago |
|
shaderData.cpp
|
f633ef3a3d
fill in the validated variables
|
9 months ago |
|
shaderData.h
|
efbe5e90f5
virtuals removed
|
1 year ago |
|
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
|
8 years ago |
|
shaderMaterialParameters.h
|
2b295fb7f0
rest of virtuals removed
|
1 year ago |