Torque3D/Engine/source/renderInstance
AzaezelX b60d51969e brdf handling corrections
1-handle the brdfTexture in linear space, not srgb.
2-clamp surface.NoV across the board for consistency. (solves several new and ongoing artifacts)
2021-11-13 19:05:26 -06:00
..
forcedMaterialMeshMgr.cpp Adds ability to adjust padding to guiTextListCtrl's rows 2019-09-06 00:00:17 -05:00
forcedMaterialMeshMgr.h
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 Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
renderDeferredMgr.h lighting single buffer 2018-11-21 15:53:02 +10:00
renderFormatChanger.cpp Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
renderFormatChanger.h
renderGlowMgr.cpp Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -05:00
renderGlowMgr.h
renderImposterMgr.cpp * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 2021-10-04 20:04:21 -04:00
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
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
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
renderParticleMgr.cpp Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
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 Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
renderPassManager.h Updated Assimp 2020-03-19 09:47:38 -05:00
renderPassStateToken.cpp * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 2021-10-04 20:04:21 -04:00
renderPassStateToken.h
renderProbeMgr.cpp brdf handling corrections 2021-11-13 19:05:26 -06:00
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
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
renderTranslucentMgr.cpp * BugFix: Clear some MSVC compiler warnings. 2021-10-07 00:27:39 -04:00
renderTranslucentMgr.h