Torque3D/Engine/source/lighting/advanced
2020-08-03 16:44:20 -05:00
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glsl clean up leftover interlaced prepass experimental code. 2020-08-03 16:44:20 -05:00
hlsl clean up leftover interlaced prepass experimental code. 2020-08-03 16:44:20 -05:00
advancedLightBinManager.cpp Merge pull request #270 from Areloch/lightFieldsCleanup 2020-08-03 14:05:01 -05:00
advancedLightBinManager.h Adds preferences for limiting the maximum number of local lights, as well as distance-based fading of local lights. 2020-08-02 23:16:03 -05:00
advancedLightBufferConditioner.cpp Add OpenGL support. 2014-11-08 20:21:50 +01:00
advancedLightBufferConditioner.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
advancedLightingFeatures.cpp strip out unused pixspecular to cut down on sources of confusion 2019-05-05 20:10:14 -05:00
advancedLightingFeatures.h Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 2017-04-11 00:23:14 -05:00
advancedLightManager.cpp Hides some light fields for local lights that are intended for PSSM's, thus useless. 2020-08-02 23:47:20 -05:00
advancedLightManager.h work towards getting the materiallist generated by things like preload to spit out most if not all to-be-used variants for a given used material. ostensibly add reflection and deferred variants. will take a bit more doing to cook up mats for all the shadow variants, since it looks like that ends is more light-type based for some oddball reason (think i'm probably be misreading that end, since mats there should really just be as simnple as an occludes-or-doesn't based on alphatesting case with very few variations on that theme indeed...) 2019-12-20 23:27:44 -06:00