Commit graph

11 commits

Author SHA1 Message Date
Areloch
10df58f716 Duplicating changes in the tools folder over to the Empty template for parity. 2016-07-09 20:08:25 -05:00
Areloch
ee6d9961e3 Merge pull request #1582 from Azaezel/SubSurf
Reimplements a form of subsurface scattering
2016-05-25 13:35:44 -05:00
Areloch
358bbdb740 Removed script calls to some fields that no longer exist, which was causing console errors. 2016-05-25 13:32:20 -05:00
Azaezel
c104313f43 updated empty template with stray script files from devhead that had yet to be converted 2016-05-08 21:21:52 -05:00
Azaezel
2753f562e8 shadow caching
SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results.

With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling)

System operates as follows:
1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed)
2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed
3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp)
4) initial shadowmaps are generated for each light and 'list'.
5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed.

Special notes:
dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer.
StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second)
scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8
to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
2015-10-13 18:12:19 -05:00
Azaezel
c6cdfafe4e cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. 2014-12-21 14:07:42 -06:00
DavidWyand-GG
17113d3ba5 Blinn-Phong Specular Changes
Based on the work done here:
http://www.garagegames.com/community/blogs/view/21032
2013-10-29 15:10:23 -04:00
thecelloman
b4ea1123dc Remove Interior Object format (DIF) 2013-04-05 12:39:26 -04:00
thecelloman
ceff8d72e0 Tools GuiProfile Separation.
This effectively duplicates (where necessary) and moves tools specific GuiProfiles out of the core and into the tools.  This will allow future modifications to either the game guis or tools guis that use these profiles to not conflict with each other.
2013-03-18 06:38:48 -04:00
DavidWyand-GG
dc25f17a69 Fix for Issue #122 for Material Sounds 2012-11-08 14:59:22 -05:00
DavidWyand-GG
40220512d3 Empty Template for ticket #1 2012-09-19 11:29:55 -04:00