overte-HifiExperiments/libraries/render-utils/src
2017-07-04 12:01:28 +02:00
..
text First pass at the fix 2017-06-12 09:53:14 -07:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h delete websurfaces on shutdown 2016-10-28 14:29:52 -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 use correct format for float literals 2017-06-05 08:54:05 -07:00
AnimDebugDraw.h
animdebugdraw.slf
animdebugdraw.slv
AntialiasingEffect.cpp Remove one more instance of FramebufferCache 2017-06-13 15:26:07 -07:00
AntialiasingEffect.h Rendering improvements based on spectator-camera changes 2017-06-13 15:19:29 -07:00
BackgroundStage.cpp Fixing warnings 2017-05-31 22:02:47 -07:00
BackgroundStage.h Introucing the BackgroundStage to manage the background / skybox in one place 2017-05-09 17:10:05 -07:00
CauterizedMeshPartPayload.cpp Show MyAvatar's head in the SpectatorCamera view! 2017-06-15 11:31:20 -07:00
CauterizedMeshPartPayload.h payload keeps weak pointer to Model 2017-05-22 17:29:15 -07:00
CauterizedModel.cpp Merge pull request #10528 from AndrewMeadows/payload-gets-weak-pointer 2017-05-22 21:54:40 -07:00
CauterizedModel.h Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
debug_deferred_buffer.slf Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65"" 2017-04-07 02:03:58 -07:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp Rendering improvements based on spectator-camera changes 2017-06-13 15:19:29 -07:00
DebugDeferredBuffer.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
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 Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65"" 2017-04-07 02:03:58 -07:00
DeferredBufferWrite.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredFramebuffer.cpp Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
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 chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredLighting.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredLightingEffect.cpp Rendering improvements based on spectator-camera changes 2017-06-13 15:19:29 -07:00
DeferredLightingEffect.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
DeferredTransform.slh
directional_ambient_light.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
directional_ambient_light_shadow.slf
directional_skybox_light.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
directional_skybox_light_shadow.slf
Fade.slh Added timing parameters and visual debug of threshold 2017-07-04 12:01:28 +02:00
FadeEffect.cpp Added timing parameters and visual debug of threshold 2017-07-04 12:01:28 +02:00
FadeEffect.h Added timing parameters and visual debug of threshold 2017-07-04 12:01:28 +02:00
FboCache.cpp cleanup naked qDebug() calls 2016-12-19 22:24:25 -08:00
FboCache.h
forward_model.slf Create render forward version of pixel shaders 2017-01-18 19:18:59 -03:00
forward_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
forward_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
forward_model_specular_map.slf Create render forward version of pixel shaders 2017-01-18 19:18:59 -03:00
forward_model_unlit.slf Create render forward version of pixel shaders 2017-01-18 19:18:59 -03:00
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 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
GeometryCache.h Updated from upstream master because of change of protocol 2017-06-13 10:43:25 +02:00
glowLine.slf Glow line replacement without geometry shader 2016-11-18 17:42:55 -08:00
glowLine.slv Glow line replacement without geometry shader 2016-11-18 17:42:55 -08:00
grid.slf
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 writting the abs differently 2016-12-13 15:27:50 -08:00
LightClusters.cpp Fix the local lights issue, and correct the script relying on the Render.getConfig(), this one is on me... 2017-06-19 17:34:50 -07:00
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 Merge and fix the bug!!! 2016-11-16 19:12:56 -08:00
lightClusters_drawClusterFromDepth.slf clean up and less changes 2016-12-09 03:05:25 -08:00
lightClusters_drawClusterFromDepth.slv Merge and fix the bug!!! 2016-11-16 19:12:56 -08:00
lightClusters_drawGrid.slf
lightClusters_drawGrid.slv Merge and fix the bug!!! 2016-11-16 19:12:56 -08:00
LightDirectional.slh
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 Expose rendering in wireframe mode 2017-03-15 12:23:44 -07:00
LightPayload.cpp Adding a light item per zone 2017-05-04 16:47:03 -07:00
LightPayload.h Keep iterating on the zones 2017-05-05 18:07:21 -07:00
LightPoint.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
LightSpot.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
LightStage.cpp change all references of IDENTITY_FRONT to IDENTITY_FORWARD 2017-03-21 22:13:33 +00:00
LightStage.h Adding more debugging tool 2017-05-16 16:12:31 -07:00
local_lights_drawOutline.slf clean up and less changes 2016-12-09 03:05:25 -08:00
local_lights_shading.slf clean up and less changes 2016-12-09 03:05:25 -08:00
MaterialTextures.slh Remove unecessary normalize 2017-05-04 12:38:27 -07:00
MeshPartPayload.cpp Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
MeshPartPayload.h Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
Model.cpp Merge branch 'master' into feature/pole-vector 2017-06-21 15:50:03 -07:00
Model.h Merge branch 'master' into feature/pole-vector 2017-06-21 15:50:03 -07:00
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 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
model_fade.slv Added debug scripts and fade position is now stable 2017-04-30 14:42:27 +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 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
model_lightmap_fade.slv Added new shaders 2017-06-05 16:32:36 +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 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
model_lightmap_normal_map_fade.slv Added new shaders 2017-06-05 16:32:36 +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 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +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 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +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 Working avater enter/leaves + manual threshold 2017-07-03 12:40:58 +02:00
model_normal_map_fade.slv Added debug scripts and fade position is now stable 2017-04-30 14:42:27 +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 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +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 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
model_shadow_fade.slv Added shadow shader variants 2017-06-05 16:44:32 +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 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
model_translucent.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_translucent_fade.slf Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
model_translucent_unlit.slf
model_translucent_unlit_fade.slf Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
model_unlit.slf
model_unlit_fade.slf Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
nop.slf merge from upstream 2017-01-17 09:29:30 -08:00
overlay3D.slf
overlay3D.slv
overlay3D_model.slf Fixing the emissive on overlayfor models 2017-02-27 02:52:00 -08:00
overlay3D_model_translucent.slf Fixing the emissive on overlayfor models 2017-02-27 02:52:00 -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
overlay3D_unlit.slf
RenderDeferredTask.cpp Working bubble isect owner POV 2017-07-04 09:14:08 +02:00
RenderDeferredTask.h Added scale and duration debug parameters in debugFade.qml 2017-06-13 15:31:04 +02:00
RenderForwardTask.cpp Working bubble isect owner POV 2017-07-04 09:14:08 +02:00
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 Updated from upstream master because of change of protocol 2017-06-13 10:43:25 +02:00
RenderShadowTask.cpp Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
RenderShadowTask.h removing the explicit SettingHandle path to REnder?engine 2017-04-24 00:52:09 -07:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
RenderViewTask.cpp Introducing the renderview task 2017-06-06 18:00:41 -07:00
RenderViewTask.h Introducing the renderview task 2017-06-06 18:00:41 -07:00
sdf_text3D.slf
sdf_text3D.slv
sdf_text3D_overlay.slf
Shadow.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
simple.slf
simple.slv
simple_fade.slf Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
simple_fade.slv Added new shaders 2017-06-05 16:32:36 +02:00
simple_opaque_web_browser.slf Disable FXAA on tablet overlay in desktop mode. 2017-01-30 11:24:59 -08:00
simple_opaque_web_browser_overlay.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 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +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 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
simple_transparent_textured.slf FIxing the bug for image3D overlay drawn in scene 2017-04-04 12:56:43 -07:00
simple_transparent_textured_fade.slf Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
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 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
simple_transparent_web_browser.slf Disable FXAA on tablet overlay in desktop mode. 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 chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
skin_model_fade.slv Fixed fading on skinned objects. Added initialiazeShapePipelines on GeometryCache to postpone simple pipeline creation after initializeGL 2017-06-08 09:24:12 +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 Fixed fade for shadow job 2017-06-08 17:09:08 +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 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
skin_model_shadow_fade.slv Fixed fade for shadow job 2017-06-08 17:09:08 +02:00
Skinning.slh final changes as per samcake 2017-03-27 15:19:28 -07:00
SoftAttachmentModel.cpp Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
SoftAttachmentModel.h Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
ssao.slh
ssao_debugOcclusion.slf
ssao_makeHorizontalBlur.slf
ssao_makeOcclusion.slf
ssao_makePyramid.slf
ssao_makeVerticalBlur.slf
standardDrawTexture.slf
standardTransformPNTC.slv
stencil_drawMask.slf Refining the stencil configuration and triggering only in hmd mode 2017-06-02 00:22:38 -07:00
StencilMaskPass.cpp Cleanup and refactoring 2017-06-15 18:58:56 -07:00
StencilMaskPass.h Introducing debug flags 2017-06-02 17:54:41 -07:00
SubsurfaceScattering.cpp Texture::create returns shared pointer 2017-04-25 15:56:23 -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
subsurfaceScattering_makeLUT.slf
subsurfaceScattering_makeProfile.slf
subsurfaceScattering_makeSpecularBeckmann.slf
SurfaceGeometry.slh
surfaceGeometry_downsampleDepthNormal.slf Fix the problem with the cursor and scattering, 2017-03-30 15:15:14 -07:00
surfaceGeometry_makeCurvature.slf
surfaceGeometry_makeLinearDepth.slf
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
TextRenderer3D.h
TextureCache.h
toneMapping.slf
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
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 Merge branch 'master' of https://github.com/highfidelity/hifi into brown 2017-06-01 18:05:47 -07:00
ZoneRenderer.h some clean up: 2017-05-23 18:00:22 -07:00