Torque3D/Engine/source/lighting
Areloch ae70cccfde Fixes de-selection logic in editor that caused special cases to permanently be selected such as mounted Lights
Shifted every-frame RT allocation to be stored in advancedLightBinManager
Remove deprecated references to dynamicShadowMap in light materials
Updated spotLight shaders to remove deprecated dynamic shadowmap reference which was causing a crash when spotlights had shadows turned on
Added GLSL version of Viz_SurfaceProperties so it works on both APIs
2020-08-28 01:57:06 -05:00
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advanced Fixes de-selection logic in editor that caused special cases to permanently be selected such as mounted Lights 2020-08-28 01:57:06 -05:00
basic more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though... 2019-10-22 15:11:39 -05:00
common uninitialized variables-lighting 2020-05-11 15:07:21 -05:00
shadowMap retool ShadowMaterialHook::_overrideFeatures so we're not including a bunch of extraneous features 2020-08-03 16:46:22 -05:00
lightInfo.cpp Adds preferences for limiting the maximum number of local lights, as well as distance-based fading of local lights. 2020-08-02 23:16:03 -05:00
lightInfo.h Adds preferences for limiting the maximum number of local lights, as well as distance-based fading of local lights. 2020-08-02 23:16:03 -05:00
lightingInterfaces.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
lightingInterfaces.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
lightManager.cpp shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame) 2019-11-07 23:18:14 -06:00
lightManager.h Add vector light support to forward materials. 2019-07-22 00:16:58 -05:00
lightQuery.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
lightQuery.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shadowManager.cpp Eliminate DefineConsoleFunction 2018-04-17 20:54:08 +02:00
shadowManager.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00