Torque3D/Engine/source/environment
Azaezel 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size )  to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)

Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.

Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00
..
editors Merge pull request #1322 from Areloch/String_isEmpty_Convert 2015-10-31 23:40:13 -05:00
basicClouds.cpp The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 2016-02-16 02:50:49 -06:00
basicClouds.h Use shader data for get sampler register in CloudLayer and BasicClouds. 2014-04-17 14:20:08 +02:00
cloudLayer.cpp The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 2016-02-16 02:50:49 -06:00
cloudLayer.h Use shader data for get sampler register in CloudLayer and BasicClouds. 2014-04-17 14:20:08 +02:00
decalRoad.cpp The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 2016-02-16 02:50:49 -06:00
decalRoad.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
meshRoad.cpp hooks meshroads up to the material system for castrays (at a minimum, sound playback) 2015-11-05 10:18:17 -06:00
meshRoad.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
nodeListManager.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
nodeListManager.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
river.cpp Merge branch 'development' into walkabout 2015-01-29 21:38:20 +11:00
river.h Added basic Walkabout with #define renamed and no editor. 2014-11-28 19:42:10 +11:00
scatterSky.cpp The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 2016-02-16 02:50:49 -06:00
scatterSky.h Merge pull request #1442 from Azaezel/shadow_caching 2015-11-12 12:49:58 -06:00
skyBox.cpp The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 2016-02-16 02:50:49 -06:00
skyBox.h Corrected SkyBox vertex format 2015-10-26 21:08:12 +10:00
sun.cpp shadow caching 2015-10-13 18:12:19 -05:00
sun.h shadow caching 2015-10-13 18:12:19 -05:00
timeOfDay.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
timeOfDay.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
VolumetricFog.cpp Missed a few files. 2015-12-01 00:49:37 -06:00
VolumetricFog.h Missed a few files. 2015-12-01 00:49:37 -06:00
VolumetricFogRTManager.cpp Missed a few files. 2015-12-01 00:49:37 -06:00
VolumetricFogRTManager.h Missed a few files. 2015-12-01 00:49:37 -06:00
waterBlock.cpp Removed unused vertex colors from GFXWaterVertex 2015-10-22 21:54:35 +10:00
waterBlock.h Added basic Walkabout with #define renamed and no editor. 2014-11-28 19:42:10 +11:00
waterObject.cpp removes StaticObjectType flag from water objects. 2015-11-20 10:52:57 -06:00
waterObject.h Removed unused vertex colors from GFXWaterVertex 2015-10-22 21:54:35 +10:00
waterPlane.cpp Removed unused vertex colors from GFXWaterVertex 2015-10-22 21:54:35 +10:00
waterPlane.h Added basic Walkabout with #define renamed and no editor. 2014-11-28 19:42:10 +11:00