Torque3D/Engine/source/renderInstance
Areloch 788e265477 Finished current cleanup/reorg.
Temporarily disabled logic for forward render of probes to avoid data mangle. TODO: fix up forward once deferred math is locked in
Split probe modes out into distinct environmental probe objects
Removed the probes from tracking their own baked cubemap file paths and instead have a pref store it
Removed old probe shaders and materials that aren't used now.
Fixed mLastConst memory leak by removing nono line.
2019-02-14 00:35:22 -06:00
..
forcedMaterialMeshMgr.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
forcedMaterialMeshMgr.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
renderBinManager.cpp Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
renderBinManager.h Implementation of reflection and skylight probes. 2018-09-16 22:15:07 -05:00
renderDeferredMgr.cpp lighting single buffer 2018-11-21 15:53:02 +10:00
renderDeferredMgr.h lighting single buffer 2018-11-21 15:53:02 +10:00
renderFormatChanger.cpp lighting single buffer 2018-11-21 15:53:02 +10:00
renderFormatChanger.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
renderGlowMgr.cpp Hardware Skinning Support 2016-08-21 01:43:30 +01:00
renderGlowMgr.h Add support for rendering particles to the glow buffer 2014-11-28 23:34:26 +01:00
renderImposterMgr.cpp Catches the remaining prepass to deferred changes on the engine side. 2017-05-14 18:28:17 -05:00
renderImposterMgr.h Catches the remaining prepass to deferred changes on the engine side. 2017-05-14 18:28:17 -05:00
renderMeshMgr.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
renderMeshMgr.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
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 Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
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 Remove dead code that contains a delete of an uninitialized pointer 2015-02-20 18:42:30 -05:00
renderParticleMgr.cpp Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
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 Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights) 2019-01-26 02:05:18 -06:00
renderPassManager.h Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights) 2019-01-26 02:05:18 -06:00
renderPassStateToken.cpp Initial Implementation of the Taml, Asset and Modules systems. 2015-10-13 15:19:36 -05:00
renderPassStateToken.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
renderProbeMgr.cpp Finished current cleanup/reorg. 2019-02-14 00:35:22 -06:00
renderProbeMgr.h Finished current cleanup/reorg. 2019-02-14 00:35:22 -06:00
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 Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
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 Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
renderTranslucentMgr.cpp Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
renderTranslucentMgr.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00