Torque3D/Engine/source/materials
marauder2k7 79e046d379 Update processedShaderMaterial.cpp
requires extra safety when the diffusemap asset is null, this is something that will be fixed by the material asset refactor
2025-03-30 12:22:17 +01:00
..
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 review notes from Az 2025-03-30 11:22:42 +01:00
materialDefinition.h review notes from Az 2025-03-30 11:22:42 +01:00
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 shift capturing from a globalMacro to a sceneRenderstate S32 2024-04-16 13:51:41 -05:00
processedCustomMaterial.h rest of virtuals removed 2024-03-18 18:40:22 +00:00
processedMaterial.cpp cleanup areas checking for named tex target in materials 2025-03-28 14:05:03 +00:00
processedMaterial.h remove glowbin as it's own render pass 2024-05-30 17:29:42 -05:00
processedShaderMaterial.cpp Update processedShaderMaterial.cpp 2025-03-30 12:22:17 +01:00
processedShaderMaterial.h shift capturing from a globalMacro to a sceneRenderstate S32 2024-04-16 13:51:41 -05:00
sceneData.h remove glowbin as it's own render pass 2024-05-30 17:29:42 -05:00
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