Torque3D/Engine/source/materials
JeffR 630285def6 Shifts handling of material and terrain material definitions to be written into the asset definition taml file instead of having an extra loose file
Also updates importers to correctly handle this change
Adds ability for taml XML serialization to properly assign array'd fields
Adds 'inheritFrom' field to simobjects for when objects with parent objects are serialized
AssetBase how inherits from SimGroup so it can have objects like material definitions embedded in them for save/load in the taml definition file
Updated loading/handling logic in terrain material asset to be more similar to regular material assets
2022-01-30 11:50:16 -06:00
..
baseMaterialDefinition.h adds alphatest shadows for translucent objects 2020-03-01 10:47:25 -06:00
baseMatInstance.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
baseMatInstance.h Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 2019-05-17 01:48:45 -05:00
customMaterialDefinition.cpp Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 2020-09-19 18:25:10 -05:00
customMaterialDefinition.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
customShaderBindingData.h uninitialized variables-materials 2020-05-11 15:59:22 -05:00
materialDefinition.cpp Shifts handling of material and terrain material definitions to be written into the asset definition taml file instead of having an extra loose file 2022-01-30 11:50:16 -06:00
materialDefinition.h correct imageassetarrays having a singular texture profile as oposed to a type per. 2021-11-03 12:30:52 -05:00
materialFeatureData.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
materialFeatureData.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
materialFeatureTypes.cpp shift pbrconfig to ORM 2020-09-30 13:51:12 -05:00
materialFeatureTypes.h shift pbrconfig to ORM 2020-09-30 13:51:12 -05:00
materialList.cpp 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 2021-07-25 17:18:55 -05:00
materialList.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
materialManager.cpp yell when warningmaterial is undefined 2021-08-09 16:13:30 -05:00
materialManager.h Adds function to get material definition by mapTo usage 2020-08-24 04:41:17 -05:00
materialParameters.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
matInstance.cpp Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
matInstance.h Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 2019-05-17 01:48:45 -05:00
matInstanceHook.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
matInstanceHook.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
matStateHint.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
matStateHint.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
matTextureTarget.cpp Implementation of guiRenderTargetVizCtrl 2020-10-03 00:58:38 +02:00
matTextureTarget.h Implementation of guiRenderTargetVizCtrl 2020-10-03 00:58:38 +02:00
miscShdrDat.h Hardware Skinning Support 2016-08-21 01:43:30 +01:00
processedCustomMaterial.cpp Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 2020-09-19 18:25:10 -05:00
processedCustomMaterial.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
processedMaterial.cpp 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 2021-07-25 17:18:55 -05:00
processedMaterial.h Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 2020-09-19 18:25:10 -05:00
processedShaderMaterial.cpp * BugFix: Clear some MSVC compiler warnings. 2021-10-07 00:27:39 -04:00
processedShaderMaterial.h Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
sceneData.h Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -05:00
shaderData.cpp shader hooks and gen cleanups 2018-03-13 18:07:58 -05:00
shaderData.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
shaderMaterialParameters.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
shaderMaterialParameters.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