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