Torque3D/Engine/source/environment
2021-03-30 19:33:19 -04:00
..
editors Assetifies MeshRoad, Decal Road, and the material slot of GroundCover 2021-01-03 08:58:53 -06:00
basicClouds.cpp Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
basicClouds.h Use shader data for get sampler register in CloudLayer and BasicClouds. 2014-04-17 14:20:08 +02:00
cloudLayer.cpp Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
cloudLayer.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
decalRoad.cpp Assetifies MeshRoad, Decal Road, and the material slot of GroundCover 2021-01-03 08:58:53 -06:00
decalRoad.h Assetifies MeshRoad, Decal Road, and the material slot of GroundCover 2021-01-03 08:58:53 -06:00
meshRoad.cpp Adds autoimport logic for materials if the materialDefinition already exists 2021-01-05 00:58:18 -06:00
meshRoad.h Assetifies MeshRoad, Decal Road, and the material slot of GroundCover 2021-01-03 08:58:53 -06:00
nodeListManager.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
nodeListManager.h uninitialized variables-environment and forrest 2020-05-11 14:56:04 -05:00
river.cpp Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
river.h uninitialized variables-environment and forrest 2020-05-11 14:56:04 -05:00
scatterSky.cpp looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on 2019-09-20 14:45:05 -05:00
scatterSky.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
skyBox.cpp from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog 2020-07-14 14:08:12 -05:00
skyBox.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
sun.cpp Updated Assimp 2020-03-19 09:47:38 -05:00
sun.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
timeOfDay.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
timeOfDay.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
VolumetricFog.cpp Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
VolumetricFog.h Corrected profile for GameObjectAsset type field button 2019-12-05 20:42:47 -06:00
VolumetricFogRTManager.cpp uninitialized variables-environment and forrest 2020-05-11 14:56:04 -05:00
VolumetricFogRTManager.h set volumetric fog to use the standard window-resized trigger for it's update 2019-10-17 09:54:38 -05:00
waterBlock.cpp uninitialized variables-environment and forrest 2020-05-11 14:56:04 -05:00
waterBlock.h Added basic Walkabout with #define renamed and no editor. 2014-11-28 19:42:10 +11:00
waterObject.cpp initial port of the new interpreter 2021-03-30 19:33:19 -04:00
waterObject.h initial port of the new interpreter 2021-03-30 19:33:19 -04:00
waterPlane.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
waterPlane.h Added basic Walkabout with #define renamed and no editor. 2014-11-28 19:42:10 +11:00