..
bitmap
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
2019-03-24 18:18:44 -05:00
D3D11
ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
2019-03-25 00:06:08 -05:00
gl
Ongoing fiddling with correcting the forward render behavior.
2019-04-29 00:07:38 -05:00
Null
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
2019-03-24 18:18:44 -05:00
sim
apply consistent colorspace to cubemaps
2018-10-17 21:04:41 -05:00
util
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
video
Eliminate DefineConsoleMethod
2018-04-17 21:01:50 +02:00
genericConstBuffer.cpp
Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
2019-05-02 00:05:12 -05:00
genericConstBuffer.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
gFont.cpp
Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
2017-04-08 20:30:57 -05:00
gFont.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxAdapter.h
Tidy up indentation in openvr changes
2016-09-11 22:51:00 +01:00
gfxAPI.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
gfxAPI.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxCardProfile.cpp
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
gfxCardProfile.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxCubemap.cpp
tracks wether or not a cubemap has been fully intitialised (as well as defautls for other shared entries). skips out including an uninitialized cuebmap in probe array (inthoery. in practice, need to root arround a bit more)
2019-01-22 02:03:14 -06:00
gfxCubemap.h
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
2019-03-24 18:18:44 -05:00
gfxDebugEvent.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxDevice.cpp
enhanced stage check
2019-04-10 11:43:45 -05:00
gfxDevice.h
timmy merge work
2018-11-28 17:51:52 +10:00
gfxDeviceStatistics.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxDeviceStatistics.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxDrawUtil.cpp
rolled in more of https://github.com/GarageGames/Torque3D/pull/2315 + set the mProbeShapeType(s) for the two derivative classes
2019-02-19 16:34:30 -06:00
gfxDrawUtil.h
augmentation to drawArrow to allow one to explicitly define a radius.
2018-03-27 14:57:23 -05:00
gfxEnums.h
Updates and fixes to probe and lighting logic.
2018-09-17 01:52:18 -05:00
gfxFence.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
gfxFence.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxFontRenderBatcher.cpp
Tidy up indentation in openvr changes
2016-09-11 22:51:00 +01:00
gfxFontRenderBatcher.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxFormatUtils.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
gfxFormatUtils.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxInit.cpp
Merge branch 'development' into EngineAPI-Refactor
2018-12-09 14:48:50 -06:00
gfxInit.h
Tidy up indentation in openvr changes
2016-09-11 22:51:00 +01:00
gfxOcclusionQuery.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxOcclusionQuery.h
clang: constructor initialization order
2016-10-14 18:16:55 -05:00
gfxPrimitiveBuffer.cpp
Added immutable vertex and index buffers.
2016-02-20 21:28:18 +01:00
gfxPrimitiveBuffer.h
Hardware Skinning Support
2016-08-21 01:43:30 +01:00
gfxResource.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxResource.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxShader.cpp
Fixed type inference for nulls in console functions
2017-01-06 17:18:37 -05:00
gfxShader.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
gfxStateBlock.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
gfxStateBlock.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
gfxStringEnumTranslate.cpp
Adds missing GFX Texture format strings
2017-07-27 16:49:02 -04:00
gfxStringEnumTranslate.h
Simple pass over the codebase to standardize the platform types.
2013-08-04 16:26:01 -05:00
gfxStructs.cpp
Fix for bug in GFXVideoMode::parseFromString()
2018-07-07 02:23:59 -04:00
gfxStructs.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
gfxTarget.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxTarget.h
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
2018-09-16 18:19:04 -05:00
gfxTextureHandle.cpp
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
gfxTextureHandle.h
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
gfxTextureManager.cpp
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
gfxTextureManager.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
gfxTextureObject.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
gfxTextureObject.h
Simple pass over the codebase to standardize the platform types.
2013-08-04 16:26:01 -05:00
gfxTextureProfile.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
gfxTextureProfile.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
gfxTransformSaver.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxVertexBuffer.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
gfxVertexBuffer.h
clang: constructor initialization order
2016-10-14 18:16:55 -05:00
gfxVertexColor.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
gfxVertexColor.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
gfxVertexFormat.cpp
Reordering initialization methods #1912
2017-04-19 14:02:45 -04:00
gfxVertexFormat.h
Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
2017-04-08 20:30:57 -05:00
gfxVertexTypes.cpp
Hardware Skinning Support
2016-08-21 01:43:30 +01:00
gfxVertexTypes.h
Hardware Skinning Support
2016-08-21 01:43:30 +01:00
primBuilder.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
primBuilder.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
screenshot.cpp
Use strncpy instead of strcpy because again, buffer overflows
2018-03-06 02:35:33 -05:00
screenshot.h
Fix: Added missing virtual destructors for classes with virtual functions.
2014-05-06 12:40:46 +04:00