Torque3D/Engine/source/renderInstance
Areloch 94e6d19fb2 Ensures that baking is consistently set to use HDR formats or not which avoids an occasional mismatch crash
Also corrected a string formatting issue with loading static cubemaps on probes that could lead to a crash
Fixed the resources loaded handling so it would correctly initialize the probe's cubemaps even if the initial ghost network packet assigned a cubemap before we fully init'd the client object
2020-10-29 23:27:07 -05:00
..
forcedMaterialMeshMgr.cpp Adds ability to adjust padding to guiTextListCtrl's rows 2019-09-06 00:00:17 -05:00
forcedMaterialMeshMgr.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
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 shift pbrconfig to ORM 2020-09-30 13:51:12 -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 Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
renderGlowMgr.cpp Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -05:00
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 Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -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 Updated Assimp 2020-03-19 09:47:38 -05:00
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 Ensures that baking is consistently set to use HDR formats or not which avoids an occasional mismatch crash 2020-10-29 23:27:07 -05:00
renderProbeMgr.h Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene. 2020-10-19 00:53:09 -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 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 Fixes 2 minor mistake corrections 2020-09-20 01:19:08 -05:00
renderTranslucentMgr.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00