Areloch fd8840ff53 Updated the PostFX ability to setShaderConsts and cubetextures for probes 7 ani în urmă
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forcedMaterialMeshMgr.cpp 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
forcedMaterialMeshMgr.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
renderBinManager.cpp b4a1d18f42 Core implementation of Physical Based Rendering. 7 ani în urmă
renderBinManager.h b19a4b22c8 Implementation of reflection and skylight probes. 7 ani în urmă
renderDeferredMgr.cpp 9e65e940d0 lighting single buffer 7 ani în urmă
renderDeferredMgr.h 9e65e940d0 lighting single buffer 7 ani în urmă
renderFormatChanger.cpp 9e65e940d0 lighting single buffer 7 ani în urmă
renderFormatChanger.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
renderGlowMgr.cpp 3496c549b5 Hardware Skinning Support 9 ani în urmă
renderGlowMgr.h 30a8401d14 Add support for rendering particles to the glow buffer 11 ani în urmă
renderImposterMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 ani în urmă
renderImposterMgr.h ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 ani în urmă
renderMeshMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 ani în urmă
renderMeshMgr.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
renderObjectMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 ani în urmă
renderObjectMgr.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
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 ani în urmă
renderOcclusionMgr.h 364dd3634d Remove dead code that contains a delete of an uninitialized pointer 11 ani în urmă
renderParticleMgr.cpp ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 ani în urmă
renderParticleMgr.h af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 ani în urmă
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 ani în urmă
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 ani în urmă
renderPassStateToken.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. 10 ani în urmă
renderPassStateToken.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
renderProbeMgr.cpp fd8840ff53 Updated the PostFX ability to setShaderConsts and cubetextures for probes 7 ani în urmă
renderProbeMgr.h fd8840ff53 Updated the PostFX ability to setShaderConsts and cubetextures for probes 7 ani în urmă
renderTerrainMgr.cpp af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 ani în urmă
renderTerrainMgr.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
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 ani în urmă
renderTexTargetBinManager.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă
renderTranslucentMgr.cpp b4a1d18f42 Core implementation of Physical Based Rendering. 7 ani în urmă
renderTranslucentMgr.h 7dbfe6994d Engine directory for ticket #1 13 ani în urmă