Torque3D/Engine/source/materials
Azaezel cbce2ee805 Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
..
baseMaterialDefinition.h shadow caching 2015-10-13 18:12:19 -05:00
baseMatInstance.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
baseMatInstance.h Selection Highlighting 2017-07-26 23:48:29 +01:00
customMaterialDefinition.cpp Fix preprocessor directive 2015-02-25 21:12:01 +01:00
customMaterialDefinition.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
materialDefinition.cpp Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
materialDefinition.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
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 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
materialFeatureTypes.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
materialList.cpp remap-txr-tags -- runtime reassignment of texture tag names. (Useful for splitting up tags with the same name in order to map different materials to them.) 2017-07-27 00:15:01 +01:00
materialList.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
materialManager.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
materialManager.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
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 Selection Highlighting 2017-07-26 23:48:29 +01:00
matInstance.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
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 Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
matTextureTarget.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
miscShdrDat.h Hardware Skinning Support 2016-08-21 01:43:30 +01:00
processedCustomMaterial.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
processedCustomMaterial.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
processedFFMaterial.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
processedFFMaterial.h Hardware Skinning Support 2016-08-21 01:43:30 +01:00
processedMaterial.cpp Profile change for specular files 2018-02-12 16:20:18 +00:00
processedMaterial.h Hardware Skinning Support 2016-08-21 01:43:30 +01:00
processedShaderMaterial.cpp more gfx shadowvar cleanups 2018-03-13 21:25:45 -05:00
processedShaderMaterial.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
sceneData.h Selection Highlighting 2017-07-26 23:48:29 +01:00
shaderData.cpp shader hooks and gen cleanups 2018-03-13 18:07:58 -05:00
shaderData.h Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files. 2014-11-08 17:50:37 +01:00
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