..
forcedMaterialMeshMgr.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
forcedMaterialMeshMgr.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
renderBinManager.cpp
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
renderBinManager.h
Implementation of reflection and skylight probes.
2018-09-16 22:15:07 -05:00
renderDeferredMgr.cpp
lighting single buffer
2018-11-21 15:53:02 +10:00
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
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
renderGlowMgr.cpp
Hardware Skinning Support
2016-08-21 01:43:30 +01:00
renderGlowMgr.h
Add support for rendering particles to the glow buffer
2014-11-28 23:34:26 +01:00
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
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
renderMeshMgr.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
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
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
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
Remove dead code that contains a delete of an uninitialized pointer
2015-02-20 18:42:30 -05:00
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
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
renderPassStateToken.cpp
Initial Implementation of the Taml, Asset and Modules systems.
2015-10-13 15:19:36 -05:00
renderPassStateToken.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
renderProbeMgr.cpp
reference cleanups:
2019-01-30 06:29:39 -06:00
renderProbeMgr.h
should only need to set the brdf texture the once
2019-01-28 01:36:17 -06:00
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
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
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
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
renderTranslucentMgr.cpp
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
renderTranslucentMgr.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00