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Torque3D - Game Engine
2) use lerp based on the sum contribution of probes for a given pixel as calculated by all non-skylight probes. vs the skylight probe result. (math is currently still wrong, or we wouldn't be needing to use a saturate to get skylights showing) TODO: find out where the attenuation went for a smooth blend. probably the same thing killing unsaturated skylight display.. |
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| Engine | ||
| My Projects | ||
| Templates | ||
| Tools | ||
| .gitattributes | ||
| .gitignore | ||
| .travis.yml | ||
| allProjects.txt | ||
| CMakeLists.txt | ||
| CONTRIBUTING.md | ||
| generateAllProjects.bat | ||
| LICENSE.md | ||
| projects.xml | ||
| README.md | ||
Torque 3D
MIT Licensed Open Source version of Torque 3D from GarageGames
More Information
Pre-compiled Version
In addition to GitHub we also have a couple of pre-packaged files for you to download if you would prefer to not compile the code yourself. They are available from the downloads page on the wiki.