Areloch
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a1b281cc5f
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Ongoing PostFX org rework.
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2019-02-11 00:17:53 -06:00 |
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Areloch
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ecad33c598
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Org rework and postFX-setup WIP
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2019-02-08 01:35:35 -06:00 |
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Azaezel
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a3e4ce5146
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cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor
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2019-02-07 09:34:23 -06:00 |
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Azaezel
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e8c2912498
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portwork from jeff to use farFrustumQuad for the vertex shader
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2019-01-31 13:00:52 -06:00 |
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Areloch
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54a64c0d82
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Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts
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2019-01-30 13:52:59 -06:00 |
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Azaezel
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c590c2df2b
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should only need to set the brdf texture the once
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2019-01-28 01:36:17 -06:00 |
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Areloch
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eedf31b6ad
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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)
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2019-01-26 02:05:18 -06:00 |
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Areloch
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edbbeaf008
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Probe Array WIP
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2019-01-07 20:34:19 -06:00 |
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Areloch
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1966d348e4
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Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
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2018-10-07 17:32:23 -05:00 |
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Areloch
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24007432e8
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Updates and fixes to probe and lighting logic.
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2018-09-17 01:52:18 -05:00 |
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Areloch
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2be32ad737
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Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
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2018-09-16 22:15:07 -05:00 |
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