Torque3D/Engine/source/postFx
AzaezelX e45b959d7d correct imageassetarrays having a singular texture profile as oposed to a type per.
while that certainly works for most cases it falls apart when dealing with postfx where it's an unnamed array of variable types of inputs.
shifted the profile assignment to #define INIT_IMAGEASSET_ARRAY(name, profile, index) so there's still a really obvious point where you can see the default setting, even if it's not in the more desireable OG definition spot
for postfx in particular, given we can swap that, provided an example of how to do just that
2021-11-03 12:30:52 -05:00
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postEffect.cpp correct imageassetarrays having a singular texture profile as oposed to a type per. 2021-11-03 12:30:52 -05:00
postEffect.h correct imageassetarrays having a singular texture profile as oposed to a type per. 2021-11-03 12:30:52 -05:00
postEffectCommon.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
postEffectManager.cpp use srgb sapce for backbuffer 2021-09-22 18:27:42 -05:00
postEffectManager.h Change Asset Browser logic to utilize folder heirarchy instead of strict Asset Type filtration 2019-10-20 02:47:15 -05:00
postEffectVis.cpp More updating of editor icons to assets 2021-08-07 19:27:01 -05:00
postEffectVis.h Eliminate ConsoleStaticMethod 2018-04-20 20:27:09 +02:00