Torque3D/Engine/source/lighting/advanced
2020-03-03 10:48:07 -06:00
..
glsl "ShaderFeatureGLSL::getInTexCoord - Type mismatch!" bit turned out to be a simple typofix 2019-11-05 06:22:04 -06:00
hlsl shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization) 2019-11-01 19:29:31 -05:00
advancedLightBinManager.cpp Removes current implement of shadow caching 2019-12-13 01:14:03 -06:00
advancedLightBinManager.h Removes current implement of shadow caching 2019-12-13 01:14:03 -06:00
advancedLightBufferConditioner.cpp Add OpenGL support. 2014-11-08 20:21:50 +01:00
advancedLightBufferConditioner.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
advancedLightingFeatures.cpp strip out unused pixspecular to cut down on sources of confusion 2019-05-05 20:10:14 -05:00
advancedLightingFeatures.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
advancedLightManager.cpp Removes current implement of shadow caching 2019-12-13 01:14:03 -06:00
advancedLightManager.h work towards getting the materiallist generated by things like preload to spit out most if not all to-be-used variants for a given used material. ostensibly add reflection and deferred variants. will take a bit more doing to cook up mats for all the shadow variants, since it looks like that ends is more light-type based for some oddball reason (think i'm probably be misreading that end, since mats there should really just be as simnple as an occludes-or-doesn't based on alphatesting case with very few variations on that theme indeed...) 2019-12-20 23:27:44 -06:00