| .. |
|
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
|
fill in the validated variables
|
2025-03-09 11:53:23 -05:00 |
|
customMaterialDefinition.h
|
virtuals removed
|
2024-03-18 18:13:00 +00:00 |
|
customShaderBindingData.h
|
uninitialized variables-materials
|
2020-05-11 15:59:22 -05:00 |
|
materialDefinition.cpp
|
Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3
|
2025-04-05 15:59:02 +01:00 |
|
materialDefinition.h
|
review notes from Az
|
2025-03-30 11:22:42 +01:00 |
|
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
|
remove glowbin as it's own render pass
|
2024-05-30 17:29:42 -05:00 |
|
materialFeatureTypes.h
|
emissive to recivesShadows
|
2022-12-29 13:38:30 -06:00 |
|
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
|
Update materialManager.cpp
|
2025-03-27 09:00:12 +00:00 |
|
materialManager.h
|
always cleanup -_-
|
2025-03-27 09:11:40 +00:00 |
|
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
|
rest of virtuals removed
|
2024-03-18 18:40:22 +00:00 |
|
matInstance.h
|
virtuals removed
|
2024-03-18 18:13:00 +00:00 |
|
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
|
shift capturing from a globalMacro to a sceneRenderstate S32
|
2024-04-16 13:51:41 -05:00 |
|
processedCustomMaterial.h
|
rest of virtuals removed
|
2024-03-18 18:40:22 +00:00 |
|
processedMaterial.cpp
|
cleanup areas checking for named tex target in materials
|
2025-03-28 14:05:03 +00:00 |
|
processedMaterial.h
|
remove glowbin as it's own render pass
|
2024-05-30 17:29:42 -05:00 |
|
processedShaderMaterial.cpp
|
Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3
|
2025-04-05 15:59:02 +01:00 |
|
processedShaderMaterial.h
|
shift capturing from a globalMacro to a sceneRenderstate S32
|
2024-04-16 13:51:41 -05:00 |
|
sceneData.h
|
remove glowbin as it's own render pass
|
2024-05-30 17:29:42 -05:00 |
|
shaderData.cpp
|
fill in the validated variables
|
2025-03-09 11:53:23 -05:00 |
|
shaderData.h
|
virtuals removed
|
2024-03-18 18:13:00 +00:00 |
|
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
|
rest of virtuals removed
|
2024-03-18 18:40:22 +00:00 |