Torque3D/Engine/source/renderInstance
Areloch a552471e4e Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously
Added some initial asset stuffs for Das Boot for building out a better testing level.
2019-06-04 00:21:52 -05:00
..
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 Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork 2019-05-22 23:36:15 -05:00
renderBinManager.h Implementation of reflection and skylight probes. 2018-09-16 22:15:07 -05:00
renderDeferredMgr.cpp Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -05:00
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 Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -05:00
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 Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -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 Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork 2019-05-22 23:36:15 -05:00
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 Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously 2019-06-04 00:21:52 -05:00
renderProbeMgr.h Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously 2019-06-04 00:21:52 -05:00
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 Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork 2019-05-22 23:36:15 -05:00
renderTranslucentMgr.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00