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BsGpuResourcePool.cpp
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8531a656fd
Bulk of code for deferred rendering MSAA
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há 8 anos atrás |
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BsLightGrid.cpp
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c530c1795f
Transparent rendering path now functional using clustered rendering without depth pre-pass requirement. Same path can also be used for normal opaque object rendering if needed.
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há 9 anos atrás |
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BsLightRendering.cpp
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f4dd2fc1b2
MSAA support fully working on DirectX, OpenGL and Vulkan
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há 8 anos atrás |
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BsObjectRendering.cpp
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42c00ad036
Work on transparent rendering path - DirectX functional
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há 9 anos atrás |
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BsPostProcessing.cpp
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8531a656fd
Bulk of code for deferred rendering MSAA
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há 8 anos atrás |
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BsReflectionCubemap.cpp
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7784a96128
Reflection cubemap filtering
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há 9 anos atrás |
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BsRenderBeast.cpp
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53ffc80827
Refactor/Cleanup: Scene manager and renderer are no longer split across two libraries, for no real reason. Moved everything related to them to Core layer.
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há 8 anos atrás |
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BsRenderBeastFactory.cpp
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53ffc80827
Refactor/Cleanup: Scene manager and renderer are no longer split across two libraries, for no real reason. Moved everything related to them to Core layer.
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há 8 anos atrás |
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BsRenderBeastPlugin.cpp
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aa226e61ce
Massive namespace rename BansheeEngine -> bs
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há 9 anos atrás |
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BsRenderTargets.cpp
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8531a656fd
Bulk of code for deferred rendering MSAA
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há 8 anos atrás |
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BsRendererCamera.cpp
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4ec80fa09d
Fixed driver timeout crash related to invalid bounds checking in light grid creation shaders
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há 8 anos atrás |
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BsRendererObject.cpp
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4e57b50514
Massive refactor: Moving all the core thread objects into their own namespace, so I can rename them into something neater and get rid of the Core suffix
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há 9 anos atrás |
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BsSamplerOverrides.cpp
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56ed650df4
Final set of refactors to rename core thread objects
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há 9 anos atrás |