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forcedMaterialMeshMgr.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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forcedMaterialMeshMgr.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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renderBinManager.cpp
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 years ago |
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renderBinManager.h
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b19a4b22c8
Implementation of reflection and skylight probes.
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7 years ago |
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renderDeferredMgr.cpp
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9e65e940d0
lighting single buffer
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7 years ago |
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renderDeferredMgr.h
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9e65e940d0
lighting single buffer
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7 years ago |
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renderFormatChanger.cpp
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9e65e940d0
lighting single buffer
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7 years ago |
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renderFormatChanger.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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renderGlowMgr.cpp
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3496c549b5
Hardware Skinning Support
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9 years ago |
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renderGlowMgr.h
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30a8401d14
Add support for rendering particles to the glow buffer
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11 years ago |
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renderImposterMgr.cpp
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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8 years ago |
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renderImposterMgr.h
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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8 years ago |
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renderMeshMgr.cpp
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 years ago |
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renderMeshMgr.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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renderObjectMgr.cpp
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 years ago |
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renderObjectMgr.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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renderOcclusionMgr.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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renderOcclusionMgr.h
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364dd3634d
Remove dead code that contains a delete of an uninitialized pointer
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11 years ago |
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renderParticleMgr.cpp
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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8 years ago |
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renderParticleMgr.h
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 years ago |
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renderPassManager.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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renderPassManager.h
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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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renderPassStateToken.cpp
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7a3b40a86d
Initial Implementation of the Taml, Asset and Modules systems.
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10 years ago |
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renderPassStateToken.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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renderProbeMgr.cpp
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87e9d3edbd
Correct stateblock settings to display probes more correctly without crushing other forward elements.
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6 years ago |
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renderProbeMgr.h
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b754c022ba
Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution.
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6 years ago |
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renderTerrainMgr.cpp
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 years ago |
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renderTerrainMgr.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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renderTexTargetBinManager.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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renderTexTargetBinManager.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
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renderTranslucentMgr.cpp
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 years ago |
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renderTranslucentMgr.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |