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forcedMaterialMeshMgr.cpp
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7c3bd49615
Adds ability to adjust padding to guiTextListCtrl's rows
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%!s(int64=6) %!d(string=hai) anos |
forcedMaterialMeshMgr.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
renderBinManager.cpp
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afa52850c3
Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
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%!s(int64=6) %!d(string=hai) anos |
renderBinManager.h
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b19a4b22c8
Implementation of reflection and skylight probes.
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%!s(int64=6) %!d(string=hai) anos |
renderDeferredMgr.cpp
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04f4a5fcf4
dedicated server nulltexturemanager work
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%!s(int64=2) %!d(string=hai) anos |
renderDeferredMgr.h
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9e65e940d0
lighting single buffer
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%!s(int64=6) %!d(string=hai) anos |
renderFormatChanger.cpp
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099dd4f1f3
Parametrize script extension, default to 'tscript'
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%!s(int64=4) %!d(string=hai) anos |
renderFormatChanger.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
renderGlowMgr.cpp
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529558f671
Initial implementation of Custom Shader Features
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%!s(int64=6) %!d(string=hai) anos |
renderGlowMgr.h
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30a8401d14
Add support for rendering particles to the glow buffer
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%!s(int64=10) %!d(string=hai) anos |
renderImposterMgr.cpp
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d044ae0702
Removed unneeded default irradiance and prefilter cubemaps, and their convars
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%!s(int64=3) %!d(string=hai) anos |
renderImposterMgr.h
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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%!s(int64=8) %!d(string=hai) anos |
renderMeshMgr.cpp
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529558f671
Initial implementation of Custom Shader Features
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%!s(int64=6) %!d(string=hai) anos |
renderMeshMgr.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
renderObjectMgr.cpp
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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%!s(int64=8) %!d(string=hai) anos |
renderObjectMgr.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
renderOcclusionMgr.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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%!s(int64=8) %!d(string=hai) anos |
renderOcclusionMgr.h
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364dd3634d
Remove dead code that contains a delete of an uninitialized pointer
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%!s(int64=10) %!d(string=hai) anos |
renderParticleMgr.cpp
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5a933c00d3
Removed old fixed function code from GFX.
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%!s(int64=4) %!d(string=hai) anos |
renderParticleMgr.h
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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%!s(int64=8) %!d(string=hai) anos |
renderPassManager.cpp
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099dd4f1f3
Parametrize script extension, default to 'tscript'
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%!s(int64=4) %!d(string=hai) anos |
renderPassManager.h
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6ade6f08ce
Updated Assimp
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%!s(int64=5) %!d(string=hai) anos |
renderPassStateToken.cpp
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1b6b803a20
* BugFix: Clear a lot of warnings and correct a few actual programming errors along the way.
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%!s(int64=3) %!d(string=hai) anos |
renderPassStateToken.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
renderProbeMgr.cpp
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d23ee397e6
adds wetness
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%!s(int64=2) %!d(string=hai) anos |
renderProbeMgr.h
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d23ee397e6
adds wetness
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%!s(int64=2) %!d(string=hai) anos |
renderTerrainMgr.cpp
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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%!s(int64=8) %!d(string=hai) anos |
renderTerrainMgr.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
renderTexTargetBinManager.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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%!s(int64=8) %!d(string=hai) anos |
renderTexTargetBinManager.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |
renderTranslucentMgr.cpp
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5d26dba7da
* BugFix: Clear some MSVC compiler warnings.
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%!s(int64=3) %!d(string=hai) anos |
renderTranslucentMgr.h
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |