Torque3D/Engine/source/materials
2024-07-24 17:58:27 -05:00
..
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 add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector 2023-01-27 01:13:15 -06:00
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 Removed test enum values 2024-05-04 10:19:12 -05:00
materialDefinition.h virtuals removed 2024-03-18 18:13:00 +00:00
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 Adjusts some of the loading logic, for guiBitmapCtrl mostly, to not try and load ALL image content upfront during client init, improving load times 2024-01-07 23:09:41 -06:00
materialManager.h adds wetness 2022-11-21 21:12:23 -06:00
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 remove glowbin as it's own render pass 2024-05-30 17:29:42 -05:00
processedMaterial.h remove glowbin as it's own render pass 2024-05-30 17:29:42 -05:00
processedShaderMaterial.cpp remove glowbin as it's own render pass 2024-05-30 17:29:42 -05:00
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 Groundwork for other shaders 2024-03-06 13:26:39 +00:00
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