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forcedMaterialMeshMgr.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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forcedMaterialMeshMgr.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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renderBinManager.cpp
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Core implementation of Physical Based Rendering.
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2018-09-15 20:19:57 -05:00 |
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renderBinManager.h
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Implementation of reflection and skylight probes.
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2018-09-16 22:15:07 -05:00 |
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renderDeferredMgr.cpp
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strip out unused pixspecular to cut down on sources of confusion
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2019-05-05 20:10:14 -05:00 |
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renderDeferredMgr.h
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lighting single buffer
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2018-11-21 15:53:02 +10:00 |
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renderFormatChanger.cpp
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lighting single buffer
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2018-11-21 15:53:02 +10:00 |
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renderFormatChanger.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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renderGlowMgr.cpp
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Hardware Skinning Support
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2016-08-21 01:43:30 +01:00 |
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renderGlowMgr.h
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Add support for rendering particles to the glow buffer
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2014-11-28 23:34:26 +01:00 |
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renderImposterMgr.cpp
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Catches the remaining prepass to deferred changes on the engine side.
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2017-05-14 18:28:17 -05:00 |
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renderImposterMgr.h
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Catches the remaining prepass to deferred changes on the engine side.
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2017-05-14 18:28:17 -05:00 |
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renderMeshMgr.cpp
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Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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2017-04-11 00:23:14 -05:00 |
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renderMeshMgr.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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renderObjectMgr.cpp
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Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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2017-04-11 00:23:14 -05:00 |
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renderObjectMgr.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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renderOcclusionMgr.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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renderOcclusionMgr.h
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Remove dead code that contains a delete of an uninitialized pointer
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2015-02-20 18:42:30 -05:00 |
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renderParticleMgr.cpp
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Removes Direct3D9 functionality.
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2017-05-28 16:51:31 -05:00 |
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renderParticleMgr.h
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Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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2017-04-11 00:23:14 -05:00 |
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renderPassManager.cpp
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Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
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2019-01-26 02:05:18 -06:00 |
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renderPassManager.h
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Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
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2019-01-26 02:05:18 -06:00 |
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renderPassStateToken.cpp
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Initial Implementation of the Taml, Asset and Modules systems.
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2015-10-13 15:19:36 -05:00 |
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renderPassStateToken.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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renderProbeMgr.cpp
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Updating BaseGame to work with PBR, and a PBR example module
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2019-05-08 01:27:51 -05:00 |
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renderProbeMgr.h
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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.
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2019-05-02 00:05:12 -05:00 |
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renderTerrainMgr.cpp
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Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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2017-04-11 00:23:14 -05:00 |
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renderTerrainMgr.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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renderTexTargetBinManager.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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renderTexTargetBinManager.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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renderTranslucentMgr.cpp
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Core implementation of Physical Based Rendering.
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2018-09-15 20:19:57 -05:00 |
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renderTranslucentMgr.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |