overte-Armored-Dragon/libraries/render-utils/src
2018-01-05 13:33:29 -08:00
..
text working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h Removing unused call 2017-09-25 15:10:40 -07:00
AmbientOcclusionEffect.cpp Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
AmbientOcclusionEffect.h removing the explicit SettingHandle path to REnder?engine 2017-04-24 00:52:09 -07:00
AnimDebugDraw.cpp fixing th e bug on exit due to the debug anim draw of the avatars 2017-10-02 21:31:30 -07:00
AnimDebugDraw.h
animdebugdraw.slf
animdebugdraw.slv
AntialiasingEffect.cpp working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
AntialiasingEffect.h Rendering improvements based on spectator-camera changes 2017-06-13 15:19:29 -07:00
BackgroundStage.cpp Fixed potential link errors on Mac 2017-11-09 11:26:08 +01:00
BackgroundStage.h Fixed potential link errors on Mac 2017-11-09 11:26:08 +01:00
BloomApply.slf Optimized performance of bloom by reducing blur resolution and merging some downsampling passes with blur passes 2017-11-08 11:38:20 +01:00
BloomEffect.cpp Optimized performance of bloom by reducing blur resolution and merging some downsampling passes with blur passes 2017-11-08 11:38:20 +01:00
BloomEffect.h Disabled bloom by default 2017-11-14 21:54:40 +01:00
BloomThreshold.slf Optimized performance of bloom by reducing blur resolution and merging some downsampling passes with blur passes 2017-11-08 11:38:20 +01:00
CauterizedMeshPartPayload.cpp always push default haze to current frame 2018-01-04 17:54:23 -08:00
CauterizedMeshPartPayload.h get rid of _model completely 2017-12-21 14:08:21 -08:00
CauterizedModel.cpp get rid of _model completely 2017-12-21 14:08:21 -08:00
CauterizedModel.h Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
debug_deferred_buffer.slf Cascade selection working on shadow but not in Luci debug mode 2017-11-13 18:42:34 +01:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp Merge branch 'master' of git://github.com/highfidelity/hifi into csm 2017-12-05 09:18:26 +01:00
DebugDeferredBuffer.h Working CSM with smooth blend between cascades. Switched to 4 1024 cascades 2017-11-14 16:57:22 +01:00
deferred_light.slv Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
deferred_light_limited.slv fixing the lighting problem in stereo 2016-10-31 17:40:34 -07:00
deferred_light_point.slv Tried many different things to narrow down the issue of the corrupted memory, it seems to be linked to the grid dimendsions somehow, i m now forcing to reassign the frustum grid dimension on the 10th iteration which seems to fix the issue.... 2016-10-05 18:28:19 -07:00
deferred_light_spot.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredBuffer.slh Deep dive into the shape key and filters and the PLumber construction 2017-02-24 00:35:10 -08:00
DeferredBufferRead.slh New android toolchain 2017-09-19 13:45:12 -07:00
DeferredBufferWrite.slh Fading on polyline now works when the polyline is added to the scene 2017-07-20 12:45:14 +02:00
DeferredFramebuffer.cpp Working bloom but still visually unstable with geometry aliasing 2017-10-09 19:17:51 +02:00
DeferredFramebuffer.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
DeferredFrameTransform.cpp Apply the projection and deferred transform fixes found while working on spectator camera 2017-06-28 15:44:17 +02:00
DeferredFrameTransform.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
DeferredGlobalLight.slh Pass keylight direction as parameter to the shader. 2017-12-19 11:12:27 -08:00
DeferredLighting.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredLightingEffect.cpp always push default haze to current frame 2018-01-04 17:54:23 -08:00
DeferredLightingEffect.h Clean-up. 2017-10-02 14:36:45 -07:00
DeferredTransform.slh Merge branch 'master' of https://github.com/highfidelity/hifi into hdr 2016-08-18 10:20:33 -07:00
directional_ambient_light.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
directional_ambient_light_shadow.slf Added normal based adaptive depth bias 2017-12-06 17:06:48 +01:00
directional_skybox_light.slf Implemented HazePropertyGroup and added the haze shader. Shader does not work yet! 2017-09-27 17:43:09 -07:00
directional_skybox_light_shadow.slf Added normal based adaptive depth bias 2017-12-06 17:06:48 +01:00
DrawHaze.cpp Protect against use of null HazePointer. 2017-12-13 15:02:03 -08:00
DrawHaze.h Moving consts into mode::Haze namespace. 2017-10-31 13:46:58 -07:00
Fade.slh Merge branch 'fade' into fade2 2017-07-20 13:39:56 +02:00
Fade_shared.slh TransitionStage + FadeJob compiling but not linked to entity events 2017-07-07 18:22:11 +02:00
FadeEffect.cpp make sure FadeEffect dependency is created early 2017-09-27 11:58:35 -07:00
FadeEffect.h make sure FadeEffect dependency is created early 2017-09-27 11:58:35 -07:00
FadeEffectJobs.cpp Small changes to respect coding rules 2017-08-14 22:43:39 +02:00
FadeEffectJobs.h Fixed non working fade invert parameter 2017-08-14 11:21:47 +02:00
FboCache.cpp cleanup naked qDebug() calls 2016-12-19 22:24:25 -08:00
FboCache.h
forward_model.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_normal_map.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_normal_specular_map.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_specular_map.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_translucent.slf Replace evalGlobalLightingAlphaBlended with evalGlobalLightingAlphaBlendedWithHaze in all shaders. 2017-12-16 00:22:26 -08:00
forward_model_unlit.slf New android toolchain 2017-09-19 13:45:12 -07:00
ForwardBuffer.slh New android toolchain 2017-09-19 13:45:12 -07:00
ForwardBufferWrite.slh New android toolchain 2017-09-19 13:45:12 -07:00
ForwardGlobalLight.slh New android toolchain 2017-09-19 13:45:12 -07:00
FramebufferCache.cpp remove redundant declarations 2017-03-18 05:00:05 +00:00
FramebufferCache.h remove Mini Mirror from View menu 2017-03-18 00:53:13 +00:00
fxaa.slf
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp Removed glColor reset hack in MeshPartPayload and replaced it by a reset of the color attribute to white in the execution of the setInputFormat command of the various GLBackends 2017-12-19 14:17:17 +01:00
GeometryCache.h Removed glColor reset hack in MeshPartPayload and replaced it by a reset of the color attribute to white in the execution of the setInputFormat command of the various GLBackends 2017-12-19 14:17:17 +01:00
glowLine.slf add width param to vertex shader 2017-11-08 18:35:26 -07:00
glowLine.slv add width param to vertex shader 2017-11-08 18:35:26 -07:00
grid.slf fix grid shader 2016-07-23 11:09:16 +02:00
Haze.slf Pass keylight direction as parameter to the shader. 2017-12-19 11:12:27 -08:00
Haze.slh Pass keylight direction as parameter to the shader. 2017-12-19 11:12:27 -08:00
HazeStage.cpp Fixed potential link errors on Mac 2017-11-09 11:26:08 +01:00
HazeStage.h Fixed potential link errors on Mac 2017-11-09 11:26:08 +01:00
Highlight.slf Renamed outline to highlight 2017-11-07 11:07:25 +01:00
Highlight.slh removing .f for a float in shader 2017-12-11 09:26:43 -08:00
Highlight_aabox.slv Fixed highlight in stereo mode, including HMD (testing on simulator) 2017-11-08 13:49:18 +01:00
Highlight_filled.slf Renamed outline to highlight 2017-11-07 11:07:25 +01:00
Highlight_shared.slh extend the set of interface for multi highlight 2017-11-21 17:59:45 -08:00
HighlightEffect.cpp Removing commented code 2017-12-11 09:28:33 -08:00
HighlightEffect.h Only non empty selections are now linked to highlight passes 2017-11-07 17:07:37 +01:00
hmd_ui.slf move hud rendering to render thread, still need to separate out hud overlays 2017-09-29 09:49:08 -07:00
hmd_ui.slv move hud rendering to render thread, still need to separate out hud overlays 2017-09-29 09:49:08 -07:00
LightAmbient.slh Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65"" 2017-04-07 02:03:58 -07:00
LightClusterGrid.slh rewind all the unecessary changes and do just the minimum layout(std140) and accessing the big arrays in vec4s to fix the amd bug 2016-12-09 02:58:09 -08:00
LightClusterGrid_shared.slh New android toolchain 2017-09-19 13:45:12 -07:00
LightClusters.cpp Added asserts in LightStage to catch shadow disappearance when domain is automatically reloaded 2017-11-15 15:42:04 +01:00
LightClusters.h Introducing the renderview task 2017-06-06 18:00:41 -07:00
lightClusters_drawClusterContent.slf clean up and less changes 2016-12-09 03:05:25 -08:00
lightClusters_drawClusterContent.slv New android toolchain 2017-09-19 13:45:12 -07:00
lightClusters_drawClusterFromDepth.slf clean up and less changes 2016-12-09 03:05:25 -08:00
lightClusters_drawClusterFromDepth.slv New android toolchain 2017-09-19 13:45:12 -07:00
lightClusters_drawGrid.slf Developping the Light Clusters, adding visualization 2016-09-08 18:02:35 -07:00
lightClusters_drawGrid.slv New android toolchain 2017-09-19 13:45:12 -07:00
LightDirectional.slh Rearrange the light struc description in the shader side, needs the c++ to match now 2016-09-28 18:32:35 -07:00
LightingModel.cpp simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
LightingModel.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
LightingModel.slh New android toolchain 2017-09-19 13:45:12 -07:00
LightPayload.cpp adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
LightPayload.h Keep iterating on the zones 2017-05-05 18:07:21 -07:00
LightPoint.slh New android toolchain 2017-09-19 13:45:12 -07:00
LightSpot.slh New android toolchain 2017-09-19 13:45:12 -07:00
LightStage.cpp Slightly optimized matrix operations in LightStage as samcake's remark 2017-12-13 15:30:57 +01:00
LightStage.h Factorised out some computation needed for all cascades 2017-12-06 18:08:27 +01:00
local_lights_drawOutline.slf clean up and less changes 2016-12-09 03:05:25 -08:00
local_lights_shading.slf Fixing the bug appearing on Nvidia 284.76 2017-07-05 18:39:09 +02:00
MaterialTextures.slh New android toolchain 2017-09-19 13:45:12 -07:00
MeshPartPayload.cpp always push default haze to current frame 2018-01-04 17:54:23 -08:00
MeshPartPayload.h get rid of _model completely 2017-12-21 14:08:21 -08:00
Model.cpp merge 2018-01-04 16:41:58 -08:00
Model.h fix model overlays visibility change 2017-12-22 15:04:06 -08:00
model.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_lightmap.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_lightmap_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_lightmap_normal_map.slf Fixing the failing shader 2017-02-10 14:40:39 -08:00
model_lightmap_normal_map.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap_normal_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_lightmap_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_lightmap_normal_specular_map.slf Fixing the failing shader 2017-02-10 14:40:39 -08:00
model_lightmap_normal_specular_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_lightmap_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap_specular_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_normal_map.slf FIx the filtering problem on color and normals introduced since we generate mips with QImage 2017-02-10 11:40:39 -08:00
model_normal_map.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_normal_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_normal_specular_map.slf FIx the filtering problem on color and normals introduced since we generate mips with QImage 2017-02-10 11:40:39 -08:00
model_normal_specular_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_shadow.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_shadow.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_shadow_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_shadow_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_specular_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_translucent.slf Seems to work. 2017-11-08 14:08:37 -08:00
model_translucent_fade.slf Replace evalGlobalLightingAlphaBlended with evalGlobalLightingAlphaBlendedWithHaze in all shaders. 2017-12-16 00:22:26 -08:00
model_translucent_unlit.slf Fixing the default value for the lightingMOdel flag when using debugDeferredLighting 2016-07-14 16:45:56 -07:00
model_translucent_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_unlit.slf Adjust qml positions and fix one shader bug 2016-07-19 13:20:19 -07:00
model_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
nop.slf merge from upstream 2017-01-17 09:29:30 -08:00
overlay3D.slf Rearrange the light struc description in the shader side, needs the c++ to match now 2016-09-28 18:32:35 -07:00
overlay3D.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
overlay3D_model.slf Fixing the emissive on overlayfor models 2017-02-27 02:52:00 -08:00
overlay3D_model_translucent.slf Replace evalGlobalLightingAlphaBlended with evalGlobalLightingAlphaBlendedWithHaze in all shaders. 2017-12-16 00:22:26 -08:00
overlay3D_model_translucent_unlit.slf Adding support for the unliti materials too for overlay's 2017-02-28 18:12:35 -08:00
overlay3D_model_unlit.slf Adding support for the unliti materials too for overlay's 2017-02-28 18:12:35 -08:00
overlay3D_translucent.slf adjusted the PLumber shape keys to coever non material shapes in main pass 2017-02-25 13:00:37 -08:00
overlay3D_translucent_unlit.slf Changing emissive to unlit 2016-05-09 17:18:07 -07:00
overlay3D_unlit.slf Changing emissive to unlit 2016-05-09 17:18:07 -07:00
PickItemsJob.cpp New android toolchain 2017-09-19 13:45:12 -07:00
PickItemsJob.h New android toolchain 2017-09-19 13:45:12 -07:00
RenderDeferredTask.cpp Merge branch 'master' into hazeOnTransparent 2017-12-14 11:41:53 -08:00
RenderDeferredTask.h Merge branch 'master' into hazeOnTransparent 2017-12-14 11:41:53 -08:00
RenderForwardTask.cpp working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
RenderForwardTask.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
RenderPipelines.cpp Working with specific zpass rendering for outline. Debug script needs relinking to correct config 2017-09-06 18:40:38 +02:00
RenderShadowTask.cpp Fixed bug which culled medium sized objects in shadow maps due to perspective frustum assumed octree selection 2017-12-11 12:19:10 +01:00
RenderShadowTask.h Fixed bug which culled medium sized objects in shadow maps due to perspective frustum assumed octree selection 2017-12-11 12:19:10 +01:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
RenderViewTask.cpp Fixed weird bug with objects suddenly poping out of the shadow map. Was due to objects with own pipeline corrupting the render state. Don't know why though 2017-12-06 15:26:44 +01:00
RenderViewTask.h Introducing the renderview task 2017-06-06 18:00:41 -07:00
sdf_text3D.slf working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
sdf_text3D.slv working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
sdf_text3D_transparent.slf working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
Shadow.slh Added normal based adaptive depth bias 2017-12-06 17:06:48 +01:00
ShadowCore.slh Added normal based adaptive depth bias 2017-12-06 17:06:48 +01:00
Shadows_shared.slh Added normal based adaptive depth bias 2017-12-06 17:06:48 +01:00
simple.slf Merge branch 'master' into android_new 2017-09-26 14:31:29 -07:00
simple.slv properly fix AA stenciling 2017-08-10 16:07:40 -07:00
simple_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_fade.slv Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_opaque_web_browser.slf Disable FXAA on tablet overlay in desktop mode. 2017-01-30 11:24:59 -08:00
simple_textured.slf adding different shaders for transparent for simpel 2017-04-04 11:50:38 -07:00
simple_textured_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_textured_unlit.slf adding different shaders for transparent for simpel 2017-04-04 11:50:38 -07:00
simple_textured_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_transparent_textured.slf Replace evalGlobalLightingAlphaBlended with evalGlobalLightingAlphaBlendedWithHaze in all shaders. 2017-12-16 00:22:26 -08:00
simple_transparent_textured_fade.slf Replace evalGlobalLightingAlphaBlended with evalGlobalLightingAlphaBlendedWithHaze in all shaders. 2017-12-16 00:22:26 -08:00
simple_transparent_textured_unlit.slf FIxing the bug for image3D overlay drawn in scene 2017-04-04 12:56:43 -07:00
simple_transparent_textured_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_transparent_web_browser.slf Disable FXAA on tablet overlay in desktop mode. 2017-01-30 11:24:59 -08:00
skin_model.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
skin_model_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
skin_model_normal_map.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
skin_model_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
skin_model_shadow.slf Fixed fade for shadow job 2017-06-08 17:09:08 +02:00
skin_model_shadow.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
skin_model_shadow_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
skin_model_shadow_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
Skinning.slh final changes as per samcake 2017-03-27 15:19:28 -07:00
SoftAttachmentModel.cpp removing warnings 2017-11-03 13:28:20 -07:00
SoftAttachmentModel.h Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
ssao.slh Fixing the stereo issue 2016-08-12 19:18:05 -07:00
ssao_debugOcclusion.slf Fixing bad include not respecting filename case (for linux) 2016-08-22 10:36:43 -07:00
ssao_makeHorizontalBlur.slf
ssao_makeOcclusion.slf back to noise seeded in image space 2016-08-21 23:37:24 -07:00
ssao_makePyramid.slf
ssao_makeVerticalBlur.slf
standardDrawTexture.slf
standardTransformPNTC.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
stencil_drawMask.slf Refining the stencil configuration and triggering only in hmd mode 2017-06-02 00:22:38 -07:00
StencilMaskPass.cpp Fixed Mask test. 2017-11-02 12:45:18 -07:00
StencilMaskPass.h Fixed Mask test. 2017-11-02 12:45:18 -07:00
SubsurfaceScattering.cpp adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
SubsurfaceScattering.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
SubsurfaceScattering.slh New android toolchain 2017-09-19 13:45:12 -07:00
subsurfaceScattering_drawScattering.slf Trying to migrate to a light array instead of each individual lights 2016-09-02 17:51:35 -07:00
subsurfaceScattering_makeLUT.slf introducing the depth aware blur 2016-06-27 17:04:37 -07:00
subsurfaceScattering_makeProfile.slf introducing the depth aware blur 2016-06-27 17:04:37 -07:00
subsurfaceScattering_makeSpecularBeckmann.slf Bringing Beckmann specular to the lighting 2016-06-30 19:03:24 -07:00
SurfaceGeometry.slh Intoducing the bluring as a separate Job reusable and the first version of curvature 2016-06-07 18:13:40 -07:00
surfaceGeometry_copyDepth.slf Added PrepareOutline job to save outlined zbuffer 2017-08-08 15:28:36 +02:00
surfaceGeometry_downsampleDepthNormal.slf Fix the problem with the cursor and scattering, 2017-03-30 15:15:14 -07:00
surfaceGeometry_makeCurvature.slf New android toolchain 2017-09-19 13:45:12 -07:00
surfaceGeometry_makeLinearDepth.slf Correcting the Z sign 2016-06-06 09:29:50 -07:00
SurfaceGeometryPass.cpp Apply the projection and deferred transform fixes found while working on spectator camera 2017-06-28 15:44:17 +02:00
SurfaceGeometryPass.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
TextRenderer3D.cpp Fix leaking Font 2016-04-14 17:00:23 -07:00
TextRenderer3D.h Fix leaking Font 2016-04-14 17:00:23 -07:00
TextureCache.h
toneMapping.slf Fix the transformation problem for rendering the mini mirror (scattering is still screwed though) 2016-07-13 18:26:53 -07:00
ToneMappingEffect.cpp Cleanup and refactoring 2017-06-15 18:58:56 -07:00
ToneMappingEffect.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
UpdateSceneTask.cpp Renamed outline to highlight 2017-11-07 11:07:25 +01:00
UpdateSceneTask.h Moving the stage objects under the scene umbrella and creating a cear task to update the scene elements 2017-06-21 18:29:38 -07:00
zone_draw.slh Polishing the scope shaders 2017-05-18 01:06:59 -07:00
zone_drawAmbient.slf Polishing the scope shaders 2017-05-18 01:06:59 -07:00
zone_drawKeyLight.slf Refining the shader for key and testing removing completely the code dealing with Zone lighting in the ENtityTreeREnderer 2017-05-19 17:50:19 -07:00
zone_drawSkybox.slf Polishing the scope shaders 2017-05-18 01:06:59 -07:00
ZoneRenderer.cpp always push default haze to current frame 2018-01-04 17:54:23 -08:00
ZoneRenderer.h some clean up: 2017-05-23 18:00:22 -07:00