Torque3D/Engine/source/lighting/advanced
AzaezelX 182fec8b1a revert b5d1d1a02c
turns out that caused lighting 'occlusion' artifacting
2023-11-14 12:09:32 -06:00
..
glsl uninitialized and unused value cleanups 2023-05-01 10:40:02 -05:00
hlsl uninitialized and unused value cleanups 2023-05-01 10:40:02 -05:00
advancedLightBinManager.cpp * BugFix: Clear some MSVC compiler warnings. 2021-10-07 00:27:39 -04:00
advancedLightBinManager.h * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 2021-10-04 20:04:21 -04:00
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 revert b5d1d1a02c 2023-11-14 12:09:32 -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