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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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9 anos atrás |
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BsLightRendering.cpp
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9e92fbca04
HLSL code for tile deferred with MSAA support (WIP)
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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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9 anos atrás |
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BsPostProcessing.cpp
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bb40943c63
Refactoring renderer so its render() method can easily be called manually
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9 anos atrás |
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BsReflectionCubemap.cpp
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7784a96128
Reflection cubemap filtering
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9 anos atrás |
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BsRenderBeast.cpp
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42c00ad036
Work on transparent rendering path - DirectX functional
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9 anos atrás |
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BsRenderBeastFactory.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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9 anos atrás |
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BsRenderBeastPlugin.cpp
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aa226e61ce
Massive namespace rename BansheeEngine -> bs
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9 anos atrás |
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BsRenderTargets.cpp
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565cbef7dc
Added code & shaders for generating a view-space light grid for use in forward shading, primarily meant for transparency (WIP)
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9 anos atrás |
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BsRenderTexturePool.cpp
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56ed650df4
Final set of refactors to rename core thread objects
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9 anos atrás |
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BsRendererCamera.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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9 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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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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9 anos atrás |