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baseMatInstance.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 jaren geleden |
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baseMatInstance.h
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3697737498
Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development
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6 jaren geleden |
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baseMaterialDefinition.h
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ff4b025c2c
adds alphatest shadows for translucent objects
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5 jaren geleden |
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customMaterialDefinition.cpp
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f5a34308f9
add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector
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2 jaren geleden |
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customMaterialDefinition.h
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efbe5e90f5
virtuals removed
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1 jaar geleden |
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customShaderBindingData.h
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5f59ebbacc
uninitialized variables-materials
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5 jaren geleden |
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matInstance.cpp
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2b295fb7f0
rest of virtuals removed
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1 jaar geleden |
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matInstance.h
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efbe5e90f5
virtuals removed
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1 jaar geleden |
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matInstanceHook.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 jaren geleden |
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matInstanceHook.h
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7dbfe6994d
Engine directory for ticket #1
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13 jaren geleden |
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matStateHint.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 jaren geleden |
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matStateHint.h
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7dbfe6994d
Engine directory for ticket #1
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13 jaren geleden |
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matTextureTarget.cpp
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dca2dc0074
Implementation of guiRenderTargetVizCtrl
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5 jaren geleden |
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matTextureTarget.h
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dca2dc0074
Implementation of guiRenderTargetVizCtrl
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5 jaren geleden |
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materialDefinition.cpp
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138e426ed1
Ensures that material animation flags are cleared when values are changed so they don't "stick"
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1 jaar geleden |
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materialDefinition.h
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efbe5e90f5
virtuals removed
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1 jaar geleden |
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materialFeatureData.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 jaren geleden |
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materialFeatureData.h
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7dbfe6994d
Engine directory for ticket #1
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13 jaren geleden |
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materialFeatureTypes.cpp
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645f88d4af
emissive to recivesShadows
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3 jaren geleden |
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materialFeatureTypes.h
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645f88d4af
emissive to recivesShadows
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3 jaren geleden |
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materialList.cpp
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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
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4 jaren geleden |
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materialList.h
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7dbfe6994d
Engine directory for ticket #1
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13 jaren geleden |
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materialManager.cpp
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829cc2b24a
Adjusts some of the loading logic, for guiBitmapCtrl mostly, to not try and load ALL image content upfront during client init, improving load times
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2 jaren geleden |
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materialManager.h
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d23ee397e6
adds wetness
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3 jaren geleden |
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materialParameters.h
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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 jaren geleden |
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miscShdrDat.h
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3496c549b5
Hardware Skinning Support
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9 jaren geleden |
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processedCustomMaterial.cpp
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fe26ffc375
shift capturing from a globalMacro to a sceneRenderstate S32
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1 jaar geleden |
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processedCustomMaterial.h
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2b295fb7f0
rest of virtuals removed
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1 jaar geleden |
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processedMaterial.cpp
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1940becb2d
Compilation fixes for C++20
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3 jaren geleden |
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processedMaterial.h
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8956559bfd
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
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5 jaren geleden |
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processedShaderMaterial.cpp
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824b9a9cd5
fix dynamicCubemaps on objects
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1 jaar geleden |
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processedShaderMaterial.h
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fe26ffc375
shift capturing from a globalMacro to a sceneRenderstate S32
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1 jaar geleden |
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sceneData.h
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efbe5e90f5
virtuals removed
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1 jaar geleden |
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shaderData.cpp
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808e2f4200
Groundwork for other shaders
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1 jaar geleden |
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shaderData.h
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efbe5e90f5
virtuals removed
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1 jaar geleden |
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shaderMaterialParameters.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 jaren geleden |
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shaderMaterialParameters.h
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2b295fb7f0
rest of virtuals removed
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1 jaar geleden |