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AmbientOcclusionEffect.cpp
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The other part of the Oculus ambient occlusion fix.
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2013-11-26 17:53:31 -08:00 |
AmbientOcclusionEffect.h
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The other part of the Oculus ambient occlusion fix.
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2013-11-26 17:53:31 -08:00 |
FBXReader.cpp
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More efficient (though perhaps overkill) blendshape mapping.
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2013-12-09 15:37:09 -08:00 |
FBXReader.h
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Compute the bone radii from the vertices. It's more error-prone than I
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2013-12-02 18:07:29 -08:00 |
GeometryCache.cpp
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Use blue default texture when we fail to load a normal map.
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2013-10-31 14:46:51 -07:00 |
GeometryCache.h
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More progress on reading skeletons.
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2013-10-17 17:30:34 -07:00 |
GlowEffect.cpp
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Get rid of initial glow.
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2013-12-09 12:30:14 -08:00 |
GlowEffect.h
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This should fix the erroneous persistence on startup.
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2013-12-09 11:21:32 -08:00 |
Model.cpp
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Enable alpha testing for models.
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2013-12-09 14:49:37 -08:00 |
Model.h
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Adjust palm collision size, use last free index when ignoring.
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2013-12-05 16:28:33 -08:00 |
PointShader.cpp
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fix thinning in voxels as points by using correct points to calculate width of voxel based on camera position relative to voxel
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2013-11-03 11:10:00 -08:00 |
PointShader.h
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fix thinning in voxels as points by using correct points to calculate width of voxel based on camera position relative to voxel
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2013-11-03 11:10:00 -08:00 |
ProgramObject.cpp
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Now that we have a Qt context, we can use their shader classes. However, we
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2013-05-15 13:27:37 -07:00 |
ProgramObject.h
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Now that we have a Qt context, we can use their shader classes. However, we
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2013-05-15 13:27:37 -07:00 |
RenderUtil.cpp
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Fixed glow/ambient occlusion with Oculus.
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2013-08-21 15:44:57 -07:00 |
RenderUtil.h
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Fixed glow/ambient occlusion with Oculus.
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2013-08-21 15:44:57 -07:00 |
TextureCache.cpp
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Linear filtering for more smoothness.
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2013-11-21 13:36:16 -08:00 |
TextureCache.h
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Progress towards shadow maps.
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2013-11-20 16:23:54 -08:00 |
VoxelShader.cpp
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rearranged menus, some hacking on voxel shader
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2013-09-26 14:51:57 -07:00 |
VoxelShader.h
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rearranged menus, some hacking on voxel shader
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2013-09-26 14:51:57 -07:00 |