Areloch
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fd8840ff53
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Updated the PostFX ability to setShaderConsts and cubetextures for probes
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2019-02-12 01:10:30 -06:00 |
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Areloch
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64db2b1d15
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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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b221b312d2
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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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0caac1a28c
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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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2eb58e4cb7
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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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3efbdbf9e1
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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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7a8dd96808
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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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2abdef7459
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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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f110158654
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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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57f8549abe
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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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f31445751f
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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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b19a4b22c8
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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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