Torque3D/Templates/Full/game
Azaezel 255242db41 Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-26 01:06:59 -05:00
..
art Corrected yorks chapel materials + added to the main test level 2019-03-04 17:57:53 -06:00
core won't be needing the flipflop after yesterdays alterations unless we also need to do up a blur pass, at which point the name wouldn't be apropriate anyway. 2019-02-18 17:11:04 -06:00
levels Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes. 2019-03-25 23:17:53 -05:00
scripts Removes Entity/Component stuff from being behind an experimental flag. 2017-10-15 06:03:59 -05:00
shaders Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP 2019-03-26 01:06:59 -05:00
tools Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. 2019-02-17 03:47:40 -06:00
web Full Template for ticket #1 2012-09-19 11:54:25 -04:00
Full.torsion Full Template for ticket #1 2012-09-19 11:54:25 -04:00
Full.torsion.opt Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used. 2017-02-27 15:29:35 -06:00
main.cs Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
main.cs.in fix playJournal instruction in comments 2015-10-28 22:52:16 -04:00
runTests.cs Allow test flags to be specified, so we don't need TEST_STRESS. 2014-08-02 10:21:28 +10:00