.. |
baseMatInstance.cpp
|
7dbfe6994d
Engine directory for ticket #1
|
13 年之前 |
baseMatInstance.h
|
9106eef98b
Selection Highlighting
|
8 年之前 |
baseMaterialDefinition.h
|
2753f562e8
shadow caching
|
10 年之前 |
customMaterialDefinition.cpp
|
6d5571e233
Fix preprocessor directive
|
10 年之前 |
customMaterialDefinition.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年之前 |
matInstance.cpp
|
9106eef98b
Selection Highlighting
|
8 年之前 |
matInstance.h
|
0801a3cca8
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 年之前 |
matInstanceHook.cpp
|
7dbfe6994d
Engine directory for ticket #1
|
13 年之前 |
matInstanceHook.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年之前 |
matStateHint.cpp
|
7dbfe6994d
Engine directory for ticket #1
|
13 年之前 |
matStateHint.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年之前 |
matTextureTarget.cpp
|
970dd5c477
Reordering initialization methods #1912
|
8 年之前 |
matTextureTarget.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年之前 |
materialDefinition.cpp
|
3c99ef73a9
Eliminate DefineConsoleMethod
|
7 年之前 |
materialDefinition.h
|
0801a3cca8
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 年之前 |
materialFeatureData.cpp
|
7dbfe6994d
Engine directory for ticket #1
|
13 年之前 |
materialFeatureData.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年之前 |
materialFeatureTypes.cpp
|
0801a3cca8
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 年之前 |
materialFeatureTypes.h
|
0801a3cca8
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 年之前 |
materialList.cpp
|
facc3606bc
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.)
|
8 年之前 |
materialList.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年之前 |
materialManager.cpp
|
5bde18143f
Eliminate DefineConsoleFunction
|
7 年之前 |
materialManager.h
|
0801a3cca8
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 年之前 |
materialParameters.h
|
0801a3cca8
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 年之前 |
miscShdrDat.h
|
3496c549b5
Hardware Skinning Support
|
9 年之前 |
processedCustomMaterial.cpp
|
0801a3cca8
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 年之前 |
processedCustomMaterial.h
|
7dbfe6994d
Engine directory for ticket #1
|
13 年之前 |
processedFFMaterial.cpp
|
0801a3cca8
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 年之前 |
processedFFMaterial.h
|
3496c549b5
Hardware Skinning Support
|
9 年之前 |
processedMaterial.cpp
|
037d089c4d
Merge pull request #2146 from Azaezel/specializationShenanigans
|
7 年之前 |
processedMaterial.h
|
3496c549b5
Hardware Skinning Support
|
9 年之前 |
processedShaderMaterial.cpp
|
68da3176c9
more gfx shadowvar cleanups
|
7 年之前 |
processedShaderMaterial.h
|
0801a3cca8
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 年之前 |
sceneData.h
|
9106eef98b
Selection Highlighting
|
8 年之前 |
shaderData.cpp
|
151632f0c4
shader hooks and gen cleanups
|
7 年之前 |
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.
|
11 年之前 |
shaderMaterialParameters.cpp
|
0801a3cca8
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 年之前 |
shaderMaterialParameters.h
|
0801a3cca8
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 年之前 |