JeffR f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does. il y a 5 mois
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baseMatInstance.cpp 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
baseMatInstance.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development il y a 6 ans
baseMaterialDefinition.h ff4b025c2c adds alphatest shadows for translucent objects il y a 5 ans
customMaterialDefinition.cpp f633ef3a3d fill in the validated variables il y a 10 mois
customMaterialDefinition.h efbe5e90f5 virtuals removed il y a 1 an
customShaderBindingData.h 5f59ebbacc uninitialized variables-materials il y a 5 ans
matInstance.cpp 2b295fb7f0 rest of virtuals removed il y a 1 an
matInstance.h efbe5e90f5 virtuals removed il y a 1 an
matInstanceHook.cpp 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
matInstanceHook.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
matStateHint.cpp 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
matStateHint.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
matTextureTarget.cpp dca2dc0074 Implementation of guiRenderTargetVizCtrl il y a 5 ans
matTextureTarget.h dca2dc0074 Implementation of guiRenderTargetVizCtrl il y a 5 ans
materialDefinition.cpp f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does. il y a 5 mois
materialDefinition.h f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does. il y a 5 mois
materialFeatureData.cpp 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
materialFeatureData.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
materialFeatureTypes.cpp 56e4484ff6 remove glowbin as it's own render pass il y a 1 an
materialFeatureTypes.h 645f88d4af emissive to recivesShadows il y a 3 ans
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 il y a 4 ans
materialList.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
materialManager.cpp ea49af52a5 Update materialManager.cpp il y a 10 mois
materialManager.h fad397d914 always cleanup -_- il y a 10 mois
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 il y a 8 ans
miscShdrDat.h 3496c549b5 Hardware Skinning Support il y a 9 ans
processedCustomMaterial.cpp fe26ffc375 shift capturing from a globalMacro to a sceneRenderstate S32 il y a 1 an
processedCustomMaterial.h 2b295fb7f0 rest of virtuals removed il y a 1 an
processedMaterial.cpp 40974dd14b use of get<some name> methods that already return nulls/false when attempting to load il y a 8 mois
processedMaterial.h 56e4484ff6 remove glowbin as it's own render pass il y a 1 an
processedShaderMaterial.cpp 8bd145d54f use of get<some name> methods that already return nulls/false when attempting to load il y a 8 mois
processedShaderMaterial.h fe26ffc375 shift capturing from a globalMacro to a sceneRenderstate S32 il y a 1 an
sceneData.h 56e4484ff6 remove glowbin as it's own render pass il y a 1 an
shaderData.cpp f633ef3a3d fill in the validated variables il y a 10 mois
shaderData.h efbe5e90f5 virtuals removed il y a 1 an
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 il y a 8 ans
shaderMaterialParameters.h 2b295fb7f0 rest of virtuals removed il y a 1 an