..
baseMaterialDefinition.h
adds alphatest shadows for translucent objects
2020-03-01 10:47:25 -06:00
baseMatInstance.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
baseMatInstance.h
Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
2019-05-17 01:48:45 -05:00
customMaterialDefinition.cpp
fill in the validated variables
2025-03-09 11:53:23 -05:00
customMaterialDefinition.h
virtuals removed
2024-03-18 18:13:00 +00:00
customShaderBindingData.h
uninitialized variables-materials
2020-05-11 15:59:22 -05:00
materialDefinition.cpp
Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does.
2025-08-03 12:03:02 -05:00
materialDefinition.h
Update GFXTextureManager and GBitmap
2025-12-22 10:29:01 +00:00
materialFeatureData.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
materialFeatureData.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
materialFeatureTypes.cpp
remove glowbin as it's own render pass
2024-05-30 17:29:42 -05:00
materialFeatureTypes.h
emissive to recivesShadows
2022-12-29 13:38:30 -06:00
materialList.cpp
fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter
2021-07-25 17:18:55 -05:00
materialList.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
materialManager.cpp
Update materialManager.cpp
2025-03-27 09:00:12 +00:00
materialManager.h
always cleanup -_-
2025-03-27 09:11:40 +00:00
materialParameters.h
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
matInstance.cpp
rest of virtuals removed
2024-03-18 18:40:22 +00:00
matInstance.h
virtuals removed
2024-03-18 18:13:00 +00:00
matInstanceHook.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
matInstanceHook.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
matStateHint.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
matStateHint.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
matTextureTarget.cpp
Implementation of guiRenderTargetVizCtrl
2020-10-03 00:58:38 +02:00
matTextureTarget.h
Implementation of guiRenderTargetVizCtrl
2020-10-03 00:58:38 +02:00
miscShdrDat.h
Hardware Skinning Support
2016-08-21 01:43:30 +01:00
processedCustomMaterial.cpp
Update GFXTextureManager and GBitmap
2025-12-22 10:29:01 +00:00
processedCustomMaterial.h
rest of virtuals removed
2024-03-18 18:40:22 +00:00
processedMaterial.cpp
use of get<some name> methods that already return nulls/false when attempting to load
2025-05-27 17:07:08 -05:00
processedMaterial.h
Update GFXTextureManager and GBitmap
2025-12-22 10:29:01 +00:00
processedShaderMaterial.cpp
Update GFXTextureManager and GBitmap
2025-12-22 10:29:01 +00:00
processedShaderMaterial.h
shift capturing from a globalMacro to a sceneRenderstate S32
2024-04-16 13:51:41 -05:00
sceneData.h
Update GFXTextureManager and GBitmap
2025-12-22 10:29:01 +00:00
shaderData.cpp
fill in the validated variables
2025-03-09 11:53:23 -05:00
shaderData.h
virtuals removed
2024-03-18 18:13:00 +00:00
shaderMaterialParameters.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
shaderMaterialParameters.h
rest of virtuals removed
2024-03-18 18:40:22 +00:00