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https://github.com/TorqueGameEngines/Torque3D.git
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1) fix spotlight shadow casting. we weren't properly accounting for reversedepthbuffer there 2) fix mismatched variables in forward lit spotlight param array 3) use disney diffuse in the generalized brdf, and apply it for spotlights after angular attenuation, not before 4) .provide a generailze luxTargMultiplier approach for spot and point lights (as well as future growth areas) so that range, angle ect can impact the brightness variable sent to a given light source shader without perpixel overhead 5) for spotlightParams in particular, use sizeof(point4f) for the alignedarray untill that's properly reviewed/revised 6) narrow attenuation slightly based on a given lights dot product to prevent tool vs outcome leakage, plus provide safeties for when a given spotslight's inner and outter angles match identially |
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Torque3D
MIT Licensed Open Source version of Torque3D from GarageGames
Build Status:
More Information
Extras: Torque3D Resources | Awesome Torque3D
Pre-compiled Version
In addition to GitHub we also have a couple of pre-packaged files for you to download if you would prefer to not compile the code yourself. They are available from the Torque3D Binaries repo.
Legacy Links
- Legacy Repository
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