Torque3D/Engine/source/lighting/advanced
Areloch 01f562b9e5 Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right
Temporarily disabled wsNormal addition when we have no defined normal map until it's finished being integrated
Fixed the structure for the lighting/probe shadergen logic in GL so it generates correctly, resolving a crash on unix machines.
2019-10-03 23:46:53 -05:00
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glsl Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right 2019-10-03 23:46:53 -05:00
hlsl Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right 2019-10-03 23:46:53 -05:00
advancedLightBinManager.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
advancedLightBinManager.h timmy merge work 2018-11-28 17:51:52 +10:00
advancedLightBufferConditioner.cpp Add OpenGL support. 2014-11-08 20:21:50 +01:00
advancedLightBufferConditioner.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
advancedLightingFeatures.cpp strip out unused pixspecular to cut down on sources of confusion 2019-05-05 20:10:14 -05:00
advancedLightingFeatures.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
advancedLightManager.cpp Add vector light support to forward materials. 2019-07-22 00:16:58 -05:00
advancedLightManager.h Fixes linker errors when Basic Lighting is removed 2018-01-24 16:27:29 -05:00