..
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
Exposes the SceneObjectTypeMasks as an enum type, allowing it to be utilized in inspectors.
2024-05-04 09:56:04 -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
emissive to recivesShadows
2022-12-29 13:38:30 -06:00
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
Compilation fixes for C++20
2022-11-28 21:39:06 -05:00
processedMaterial.h
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
2020-09-19 18:25:10 -05:00
processedShaderMaterial.cpp
fix dynamicCubemaps on objects
2024-04-18 13:57:29 -05:00
processedShaderMaterial.h
shift capturing from a globalMacro to a sceneRenderstate S32
2024-04-16 13:51:41 -05:00
sceneData.h
virtuals removed
2024-03-18 18:13:00 +00:00
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