..
forcedMaterialMeshMgr.cpp
Adds ability to adjust padding to guiTextListCtrl's rows
2019-09-06 00:00:17 -05:00
forcedMaterialMeshMgr.h
renderBinManager.cpp
Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
2019-05-22 23:36:15 -05:00
renderBinManager.h
Implementation of reflection and skylight probes.
2018-09-16 22:15:07 -05:00
renderDeferredMgr.cpp
Initial implementation of Custom Shader Features
2019-05-17 01:20:19 -05:00
renderDeferredMgr.h
lighting single buffer
2018-11-21 15:53:02 +10:00
renderFormatChanger.cpp
lighting single buffer
2018-11-21 15:53:02 +10:00
renderFormatChanger.h
renderGlowMgr.cpp
Initial implementation of Custom Shader Features
2019-05-17 01:20:19 -05:00
renderGlowMgr.h
renderImposterMgr.cpp
Catches the remaining prepass to deferred changes on the engine side.
2017-05-14 18:28:17 -05:00
renderImposterMgr.h
Catches the remaining prepass to deferred changes on the engine side.
2017-05-14 18:28:17 -05:00
renderMeshMgr.cpp
Initial implementation of Custom Shader Features
2019-05-17 01:20:19 -05:00
renderMeshMgr.h
renderObjectMgr.cpp
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
2017-04-11 00:23:14 -05:00
renderObjectMgr.h
renderOcclusionMgr.cpp
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
renderOcclusionMgr.h
renderParticleMgr.cpp
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
renderParticleMgr.h
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
2017-04-11 00:23:14 -05:00
renderPassManager.cpp
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)
2019-01-26 02:05:18 -06:00
renderPassManager.h
Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
2019-05-22 23:36:15 -05:00
renderPassStateToken.cpp
Initial Implementation of the Taml, Asset and Modules systems.
2015-10-13 15:19:36 -05:00
renderPassStateToken.h
renderProbeMgr.cpp
'correct' refscale back to mismatching between forward and deferred. Because Reasons. >.>
2019-07-21 23:01:15 -05:00
renderProbeMgr.h
Force proper update of box probe when attenuation changes
2019-08-19 01:14:34 -05:00
renderTerrainMgr.cpp
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
2017-04-11 00:23:14 -05:00
renderTerrainMgr.h
renderTexTargetBinManager.cpp
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
renderTexTargetBinManager.h
renderTranslucentMgr.cpp
Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
2019-05-22 23:36:15 -05:00
renderTranslucentMgr.h