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