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baseMaterialDefinition.h
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adds alphatest shadows for translucent objects
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2020-03-01 10:47:25 -06:00 |
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baseMatInstance.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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baseMatInstance.h
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Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
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2019-05-17 01:48:45 -05:00 |
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customMaterialDefinition.cpp
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fill in the validated variables
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2025-03-09 11:53:23 -05:00 |
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customMaterialDefinition.h
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virtuals removed
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2024-03-18 18:13:00 +00:00 |
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customShaderBindingData.h
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uninitialized variables-materials
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2020-05-11 15:59:22 -05:00 |
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materialDefinition.cpp
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Updates ImageAsset usage to utilize AssetRef, and standardizes the setter/getter functions and naming conventions, as well as the ability to use and bind named targets.
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2026-06-16 17:39:30 -05:00 |
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materialDefinition.h
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Updates ImageAsset usage to utilize AssetRef, and standardizes the setter/getter functions and naming conventions, as well as the ability to use and bind named targets.
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2026-06-16 17:39:30 -05:00 |
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materialFeatureData.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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materialFeatureData.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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materialFeatureTypes.cpp
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remove glowbin as it's own render pass
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2024-05-30 17:29:42 -05:00 |
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materialFeatureTypes.h
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emissive to recivesShadows
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2022-12-29 13:38:30 -06:00 |
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materialList.cpp
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Updates ImageAsset usage to utilize AssetRef, and standardizes the setter/getter functions and naming conventions, as well as the ability to use and bind named targets.
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2026-06-16 17:39:30 -05:00 |
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materialList.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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materialManager.cpp
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dial back nullPtr usage
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2025-12-29 17:45:09 -06:00 |
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materialManager.h
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always cleanup -_-
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2025-03-27 09:11:40 +00:00 |
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materialParameters.h
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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
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2017-06-23 11:36:20 -05:00 |
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matInstance.cpp
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rest of virtuals removed
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2024-03-18 18:40:22 +00:00 |
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matInstance.h
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virtuals removed
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2024-03-18 18:13:00 +00:00 |
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matInstanceHook.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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matInstanceHook.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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matStateHint.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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matStateHint.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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matTextureTarget.cpp
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Implementation of guiRenderTargetVizCtrl
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2020-10-03 00:58:38 +02:00 |
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matTextureTarget.h
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Implementation of guiRenderTargetVizCtrl
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2020-10-03 00:58:38 +02:00 |
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miscShdrDat.h
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Hardware Skinning Support
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2016-08-21 01:43:30 +01:00 |
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processedCustomMaterial.cpp
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Update GFXTextureManager and GBitmap
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2025-12-22 10:29:01 +00:00 |
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processedCustomMaterial.h
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rest of virtuals removed
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2024-03-18 18:40:22 +00:00 |
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processedMaterial.cpp
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Updates ImageAsset usage to utilize AssetRef, and standardizes the setter/getter functions and naming conventions, as well as the ability to use and bind named targets.
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2026-06-16 17:39:30 -05:00 |
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processedMaterial.h
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Update GFXTextureManager and GBitmap
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2025-12-22 10:29:01 +00:00 |
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processedShaderMaterial.cpp
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add material tileScale
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2025-12-25 19:52:06 -06:00 |
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processedShaderMaterial.h
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add material tileScale
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2025-12-25 19:52:06 -06:00 |
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sceneData.h
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Update GFXTextureManager and GBitmap
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2025-12-22 10:29:01 +00:00 |
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shaderData.cpp
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Shader Gen to produce ShaderData
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2026-06-05 11:29:18 +01:00 |
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shaderData.h
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Shader Gen to produce ShaderData
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2026-06-05 11:29:18 +01:00 |
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shaderMaterialParameters.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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shaderMaterialParameters.h
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rest of virtuals removed
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2024-03-18 18:40:22 +00:00 |