Torque3D/Templates/Full/game
AzaezelX e6a14514e0 tweaked the updating behavior in the probe manager so calling updateProbes just flags a ProbesDirty bool, which is used to kick the update of the static parameters when the bin's render() is called
that way if multiple probes get updated at once, we don't hit the update loop for each one, which is obviously silly
also fixed the 'probes' cubemaps aren't ready until you nudge them'
turns out when we were setting out global var which we used for the irradiance and prefilter cubemap paths, it was being set AFTER the probes got loaded
so it was using an invalid path to look up the cubemaps
-@areloch
2019-04-22 15:39:55 -05:00
..
art Corrected yorks chapel materials + added to the main test level 2019-03-04 17:57:53 -06:00
core tweaked the updating behavior in the probe manager so calling updateProbes just flags a ProbesDirty bool, which is used to kick the update of the static parameters when the bin's render() is called 2019-04-22 15:39:55 -05:00
levels GL work 2019-04-15 23:11:18 -05:00
scripts Removes Entity/Component stuff from being behind an experimental flag. 2017-10-15 06:03:59 -05:00
shaders specify lod (mip) 0 for the brdf texture 2019-04-18 19:31:33 -05:00
tools Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. 2019-02-17 03:47:40 -06:00
web Full Template for ticket #1 2012-09-19 11:54:25 -04:00
Full.torsion Full Template for ticket #1 2012-09-19 11:54:25 -04:00
Full.torsion.opt Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used. 2017-02-27 15:29:35 -06:00
main.cs Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
main.cs.in fix playJournal instruction in comments 2015-10-28 22:52:16 -04:00
runTests.cs Allow test flags to be specified, so we don't need TEST_STRESS. 2014-08-02 10:21:28 +10:00