.. |
text
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Use a magic number gpu::Texture::SINGLE_MIP instead of 1
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2017-03-30 23:46:37 -07:00 |
AbstractViewStateInterface.cpp
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AbstractViewStateInterface.h
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delete websurfaces on shutdown
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2016-10-28 14:29:52 -07:00 |
AmbientOcclusionEffect.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
AmbientOcclusionEffect.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
AnimDebugDraw.cpp
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Renaming the PendingCHanges class to Transaction
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2017-04-05 13:10:31 -07:00 |
AnimDebugDraw.h
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THursday morning the frustum culling seems broken in one particular angle
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2016-02-11 10:05:39 -08:00 |
animdebugdraw.slf
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animdebugdraw.slv
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Fixing the material names
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2016-02-16 09:33:24 -08:00 |
AntialiasingEffect.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
AntialiasingEffect.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
debug_deferred_buffer.slf
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Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65""
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2017-04-07 02:03:58 -07:00 |
debug_deferred_buffer.slv
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DebugDeferredBuffer.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
DebugDeferredBuffer.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
deferred_light.slv
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Adapt shader for GL ES support which requires operators of the same datatype
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2016-10-11 12:15:49 -03:00 |
deferred_light_limited.slv
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fixing the lighting problem in stereo
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2016-10-31 17:40:34 -07:00 |
deferred_light_point.slv
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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....
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2016-10-05 18:28:19 -07:00 |
deferred_light_spot.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
DeferredBuffer.slh
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Deep dive into the shape key and filters and the PLumber construction
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2017-02-24 00:35:10 -08:00 |
DeferredBufferRead.slh
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Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65""
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2017-04-07 02:03:58 -07:00 |
DeferredBufferWrite.slh
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
DeferredFramebuffer.cpp
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Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65""
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2017-04-07 02:03:58 -07:00 |
DeferredFramebuffer.h
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Clenaing the rendering and the framebuffer allocations
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2016-07-12 14:34:54 -07:00 |
DeferredFrameTransform.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
DeferredFrameTransform.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
DeferredGlobalLight.slh
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
DeferredLighting.slh
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
DeferredLightingEffect.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
DeferredLightingEffect.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
DeferredTransform.slh
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Merge branch 'master' of https://github.com/highfidelity/hifi into hdr
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2016-08-18 10:20:33 -07:00 |
directional_ambient_light.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
directional_ambient_light_shadow.slf
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
directional_light.slf
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
directional_light_shadow.slf
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
directional_skybox_light.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
directional_skybox_light_shadow.slf
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
drawOpaqueStencil.slf
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FboCache.cpp
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cleanup naked qDebug() calls
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2016-12-19 22:24:25 -08:00 |
FboCache.h
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forward_model.slf
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Create render forward version of pixel shaders
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2017-01-18 19:18:59 -03:00 |
forward_model_normal_map.slf
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FIx the filtering problem on color and normals introduced since we generate mips with QImage
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2017-02-10 11:40:39 -08:00 |
forward_model_normal_specular_map.slf
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FIx the filtering problem on color and normals introduced since we generate mips with QImage
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2017-02-10 11:40:39 -08:00 |
forward_model_specular_map.slf
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Create render forward version of pixel shaders
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2017-01-18 19:18:59 -03:00 |
forward_model_unlit.slf
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Create render forward version of pixel shaders
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2017-01-18 19:18:59 -03:00 |
FramebufferCache.cpp
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remove redundant declarations
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2017-03-18 05:00:05 +00:00 |
FramebufferCache.h
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remove Mini Mirror from View menu
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2017-03-18 00:53:13 +00:00 |
fxaa.slf
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Fix fxaa shader to use texture
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2016-02-24 13:36:08 -08:00 |
fxaa.slv
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fxaa_blend.slf
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GeometryCache.cpp
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Deep dive into the shape key and filters and the PLumber construction
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2017-02-24 00:35:10 -08:00 |
GeometryCache.h
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Disable FXAA on tablet overlay in desktop mode.
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2017-01-30 11:24:59 -08:00 |
glowLine.slf
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Glow line replacement without geometry shader
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2016-11-18 17:42:55 -08:00 |
glowLine.slv
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Glow line replacement without geometry shader
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2016-11-18 17:42:55 -08:00 |
grid.slf
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fix grid shader
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2016-07-23 11:09:16 +02:00 |
hit_effect.slf
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hit_effect.slv
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HitEffect.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
HitEffect.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
LightAmbient.slh
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Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65""
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2017-04-07 02:03:58 -07:00 |
LightClusterGrid.slh
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rewind all the unecessary changes and do just the minimum layout(std140) and accessing the big arrays in vec4s to fix the amd bug
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2016-12-09 02:58:09 -08:00 |
LightClusterGrid_shared.slh
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writting the abs differently
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2016-12-13 15:27:50 -08:00 |
LightClusters.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
LightClusters.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
lightClusters_drawClusterContent.slf
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clean up and less changes
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2016-12-09 03:05:25 -08:00 |
lightClusters_drawClusterContent.slv
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Merge and fix the bug!!!
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2016-11-16 19:12:56 -08:00 |
lightClusters_drawClusterFromDepth.slf
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clean up and less changes
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2016-12-09 03:05:25 -08:00 |
lightClusters_drawClusterFromDepth.slv
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Merge and fix the bug!!!
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2016-11-16 19:12:56 -08:00 |
lightClusters_drawGrid.slf
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Developping the Light Clusters, adding visualization
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2016-09-08 18:02:35 -07:00 |
lightClusters_drawGrid.slv
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Merge and fix the bug!!!
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2016-11-16 19:12:56 -08:00 |
LightDirectional.slh
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Rearrange the light struc description in the shader side, needs the c++ to match now
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2016-09-28 18:32:35 -07:00 |
LightingModel.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
LightingModel.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
LightingModel.slh
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Expose rendering in wireframe mode
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2017-03-15 12:23:44 -07:00 |
LightPayload.cpp
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cleaning up the comments from review and trying something to adress the issue that showed up on i5
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2016-10-07 16:04:19 -07:00 |
LightPayload.h
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pass the visibility of the enitity to the LightPaylkoad correctly, clean up the ambient shader
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2016-10-03 00:08:30 -07:00 |
LightPoint.slh
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Merging with upstream after resolving some conflicts
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2016-10-12 09:22:12 -07:00 |
LightSpot.slh
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Merging with upstream after resolving some conflicts
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2016-10-12 09:22:12 -07:00 |
LightStage.cpp
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change all references of IDENTITY_FRONT to IDENTITY_FORWARD
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2017-03-21 22:13:33 +00:00 |
LightStage.h
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FOund 2 bugs causing the empty clusters. now back to working
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2016-10-07 05:02:04 -07:00 |
local_lights_drawOutline.slf
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clean up and less changes
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2016-12-09 03:05:25 -08:00 |
local_lights_shading.slf
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clean up and less changes
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2016-12-09 03:05:25 -08:00 |
MaterialTextures.slh
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Trying to address the ktx serialization problem with normal, still have a bug
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2017-02-22 17:16:37 -08:00 |
MeshPartPayload.cpp
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Remove extra calls for binding default textures, not needed
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2017-03-29 10:57:08 -07:00 |
MeshPartPayload.h
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simpler bindTransform() for ModelMeshPartPayload
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2017-03-15 14:41:13 -07:00 |
Model.cpp
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use const reference for ScenePointer when possible
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2017-04-18 11:52:22 -07:00 |
Model.h
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use const reference for ScenePointer when possible
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2017-04-18 11:52:22 -07:00 |
model.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_lightmap.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_lightmap.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_lightmap_normal_map.slf
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Fixing the failing shader
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2017-02-10 14:40:39 -08:00 |
model_lightmap_normal_map.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_lightmap_normal_specular_map.slf
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Fixing the failing shader
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2017-02-10 14:40:39 -08:00 |
model_lightmap_specular_map.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_normal_map.slf
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FIx the filtering problem on color and normals introduced since we generate mips with QImage
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2017-02-10 11:40:39 -08:00 |
model_normal_map.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_normal_specular_map.slf
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FIx the filtering problem on color and normals introduced since we generate mips with QImage
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2017-02-10 11:40:39 -08:00 |
model_shadow.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_shadow.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_specular_map.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_translucent.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_translucent_unlit.slf
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Fixing the default value for the lightingMOdel flag when using debugDeferredLighting
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2016-07-14 16:45:56 -07:00 |
model_unlit.slf
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Adjust qml positions and fix one shader bug
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2016-07-19 13:20:19 -07:00 |
nop.slf
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merge from upstream
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2017-01-17 09:29:30 -08:00 |
overlay3D.slf
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Rearrange the light struc description in the shader side, needs the c++ to match now
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2016-09-28 18:32:35 -07:00 |
overlay3D.slv
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FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
overlay3D_model.slf
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Fixing the emissive on overlayfor models
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2017-02-27 02:52:00 -08:00 |
overlay3D_model_translucent.slf
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Fixing the emissive on overlayfor models
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2017-02-27 02:52:00 -08:00 |
overlay3D_model_translucent_unlit.slf
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Adding support for the unliti materials too for overlay's
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2017-02-28 18:12:35 -08:00 |
overlay3D_model_unlit.slf
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Adding support for the unliti materials too for overlay's
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2017-02-28 18:12:35 -08:00 |
overlay3D_translucent.slf
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adjusted the PLumber shape keys to coever non material shapes in main pass
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2017-02-25 13:00:37 -08:00 |
overlay3D_translucent_unlit.slf
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Changing emissive to unlit
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2016-05-09 17:18:07 -07:00 |
overlay3D_unlit.slf
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Changing emissive to unlit
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2016-05-09 17:18:07 -07:00 |
point_light.slf
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Rearrange the light struc description in the shader side, needs the c++ to match now
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2016-09-28 18:32:35 -07:00 |
RenderDeferredTask.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
RenderDeferredTask.h
|
simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
RenderForwardTask.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -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'
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2017-04-18 17:05:40 -07:00 |
RenderPipelines.cpp
|
FIxing the bug for image3D overlay drawn in scene
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2017-04-04 12:56:43 -07:00 |
RenderShadowTask.cpp
|
simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
RenderShadowTask.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
RenderUtilsLogging.cpp
|
|
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RenderUtilsLogging.h
|
|
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sdf_text3D.slf
|
try to make text entities fade
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2016-08-03 16:27:51 -07:00 |
sdf_text3D.slv
|
FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
sdf_text3D_overlay.slf
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Update text3d shader post pbr.
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2016-04-06 12:15:19 -07:00 |
Shadow.slh
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
simple.slf
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fixed procedural entity fade
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2016-08-05 16:15:10 -07:00 |
simple.slv
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FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
simple_opaque_web_browser.slf
|
Disable FXAA on tablet overlay in desktop mode.
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2017-01-30 11:24:59 -08:00 |
simple_opaque_web_browser_overlay.slf
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Disable FXAA on tablet overlay in desktop mode.
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2017-01-30 11:24:59 -08:00 |
simple_textured.slf
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adding different shaders for transparent for simpel
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2017-04-04 11:50:38 -07:00 |
simple_textured_unlit.slf
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adding different shaders for transparent for simpel
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2017-04-04 11:50:38 -07:00 |
simple_transparent_textured.slf
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FIxing the bug for image3D overlay drawn in scene
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2017-04-04 12:56:43 -07:00 |
simple_transparent_textured_unlit.slf
|
FIxing the bug for image3D overlay drawn in scene
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2017-04-04 12:56:43 -07:00 |
simple_transparent_web_browser.slf
|
Disable FXAA on tablet overlay in desktop mode.
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2017-01-30 11:24:59 -08:00 |
simple_transparent_web_browser_overlay.slf
|
Disable FXAA on tablet overlay in desktop mode.
|
2017-01-30 11:24:59 -08:00 |
skin_model.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
skin_model_normal_map.slv
|
chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
skin_model_shadow.slf
|
Change shadow debug buffer to reuse shadowMap tex
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2016-01-19 12:01:18 -08:00 |
skin_model_shadow.slv
|
chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
Skinning.slh
|
final changes as per samcake
|
2017-03-27 15:19:28 -07:00 |
spot_light.slf
|
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 |
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
|
Refining the ao effect on the blur side
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2016-01-21 19:02:32 -08:00 |
ssao_makeOcclusion.slf
|
back to noise seeded in image space
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2016-08-21 23:37:24 -07:00 |
ssao_makePyramid.slf
|
|
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ssao_makeVerticalBlur.slf
|
Refining the ao effect on the blur side
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2016-01-21 19:02:32 -08:00 |
standardDrawTexture.slf
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|
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standardTransformPNTC.slv
|
FIxing the reflection jittering by moving the normal into world space
|
2016-05-27 19:24:56 -07:00 |
SubsurfaceScattering.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 |
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
|
Adapt shader for GL ES support which requires operators of the same datatype
|
2016-10-11 12:15:49 -03:00 |
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_downsampleDepthNormal.slf
|
Fix the problem with the cursor and scattering,
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2017-03-30 15:15:14 -07:00 |
surfaceGeometry_makeCurvature.slf
|
Finish the integration of the diffusion pass in the SurfaceGeometryPass job, clean up ui
|
2016-07-19 10:34:06 -07:00 |
surfaceGeometry_makeLinearDepth.slf
|
Correcting the Z sign
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2016-06-06 09:29:50 -07:00 |
SurfaceGeometryPass.cpp
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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 |
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
|
|
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toneMapping.slf
|
Fix the transformation problem for rendering the mini mirror (scattering is still screwed though)
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2016-07-13 18:26:53 -07:00 |
ToneMappingEffect.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
ToneMappingEffect.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 |
ZoneRenderer.cpp
|
And introduce a clean sorted select of the items so we keep the order of rendering of the boxes of the zone in the ZOne stack order, the color of box reflect the order (from red to blue)
|
2017-04-11 01:21:45 -07:00 |
ZoneRenderer.h
|
REfining the Config behavior, trying to pr next
|
2017-04-10 19:01:49 -07:00 |