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baseMaterialDefinition.h
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adds alphatest shadows for translucent objects
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2020-03-01 10:47:25 -06:00 |
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baseMatInstance.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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baseMatInstance.h
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Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
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2019-05-17 01:48:45 -05:00 |
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customMaterialDefinition.cpp
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add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector
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2023-01-27 01:13:15 -06:00 |
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customMaterialDefinition.h
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virtuals removed
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2024-03-18 18:13:00 +00:00 |
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customShaderBindingData.h
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uninitialized variables-materials
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2020-05-11 15:59:22 -05:00 |
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materialDefinition.cpp
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Ensures that material animation flags are cleared when values are changed so they don't "stick"
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2024-02-04 14:58:26 -06:00 |
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materialDefinition.h
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virtuals removed
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2024-03-18 18:13:00 +00:00 |
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materialFeatureData.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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materialFeatureData.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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materialFeatureTypes.cpp
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emissive to recivesShadows
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2022-12-29 13:38:30 -06:00 |
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materialFeatureTypes.h
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emissive to recivesShadows
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2022-12-29 13:38:30 -06:00 |
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materialList.cpp
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fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter
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2021-07-25 17:18:55 -05:00 |
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materialList.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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materialManager.cpp
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Adjusts some of the loading logic, for guiBitmapCtrl mostly, to not try and load ALL image content upfront during client init, improving load times
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2024-01-07 23:09:41 -06:00 |
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materialManager.h
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adds wetness
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2022-11-21 21:12:23 -06:00 |
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materialParameters.h
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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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matInstance.cpp
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rest of virtuals removed
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2024-03-18 18:40:22 +00:00 |
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matInstance.h
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virtuals removed
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2024-03-18 18:13:00 +00:00 |
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matInstanceHook.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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matInstanceHook.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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matStateHint.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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matStateHint.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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matTextureTarget.cpp
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Implementation of guiRenderTargetVizCtrl
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2020-10-03 00:58:38 +02:00 |
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matTextureTarget.h
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Implementation of guiRenderTargetVizCtrl
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2020-10-03 00:58:38 +02:00 |
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miscShdrDat.h
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Hardware Skinning Support
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2016-08-21 01:43:30 +01:00 |
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processedCustomMaterial.cpp
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shift capturing from a globalMacro to a sceneRenderstate S32
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2024-04-16 13:51:41 -05:00 |
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processedCustomMaterial.h
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rest of virtuals removed
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2024-03-18 18:40:22 +00:00 |
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processedMaterial.cpp
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Compilation fixes for C++20
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2022-11-28 21:39:06 -05:00 |
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processedMaterial.h
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Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
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2020-09-19 18:25:10 -05:00 |
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processedShaderMaterial.cpp
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shift capturing from a globalMacro to a sceneRenderstate S32
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2024-04-16 13:51:41 -05:00 |
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processedShaderMaterial.h
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shift capturing from a globalMacro to a sceneRenderstate S32
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2024-04-16 13:51:41 -05:00 |
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sceneData.h
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virtuals removed
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2024-03-18 18:13:00 +00:00 |
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shaderData.cpp
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Groundwork for other shaders
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2024-03-06 13:26:39 +00:00 |
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shaderData.h
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virtuals removed
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2024-03-18 18:13:00 +00:00 |
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shaderMaterialParameters.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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shaderMaterialParameters.h
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rest of virtuals removed
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2024-03-18 18:40:22 +00:00 |