Torque3D/Engine/source/scene
2019-05-11 21:53:08 -05:00
..
culling Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
mixin PolyhedronVectorData core membervar cleanups 2018-03-14 15:18:00 -05:00
zones 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
fogStructs.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
pathManager.cpp Eliminate DefineConsoleFunction 2018-04-17 20:54:08 +02:00
pathManager.h
reflectionManager.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
reflectionManager.h
reflectionMatHook.cpp The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 2016-02-16 02:50:49 -06:00
reflectionMatHook.h
reflector.cpp retweaked filter for wether ot not to supress the zonelight culling methods when not in the diffuse pass 2018-12-05 10:55:29 -06:00
reflector.h reflector classvar cleanups 2018-03-13 21:26:27 -05:00
sceneCameraState.cpp Remove projection offset, add the hmd head matrix. Also tidy up a few things. 2016-09-11 22:42:42 +01:00
sceneCameraState.h Remove projection offset, add the hmd head matrix. Also tidy up a few things. 2016-09-11 22:42:42 +01:00
sceneContainer.cpp Clean up MSVC warning [C4305]: truncation from 'double' to 'F32' 2019-02-02 23:07:44 -05:00
sceneContainer.h scenecontainer cleanup 2018-03-13 17:29:03 -05:00
sceneManager.cpp Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
sceneManager.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
sceneObject.cpp Modification of #2145 2019-04-08 10:20:13 -05:00
sceneObject.h Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
sceneObjectLightingPlugin.h
scenePolyhedralSpace.cpp
scenePolyhedralSpace.h
sceneRenderState.cpp Updates to component classes - 2018-01-28 14:57:02 -06:00
sceneRenderState.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
sceneSpace.cpp
sceneSpace.h
sceneTracker.cpp Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
sceneTracker.h
sgUtil.cpp
sgUtil.h
simPath.cpp Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way. 2019-02-23 15:55:28 -06:00
simPath.h Tweaks any enums that use uint_max values so that they have hard types to avoid any compiler kerfluffles with C++11 value narrowing, specifically pertaining to clang. 2016-10-17 01:00:12 -05:00