overte-HifiExperiments/libraries/render-utils/src
2017-10-25 11:58:16 +02:00
..
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 Haze enable/disable from UI works. 2017-10-03 17:42:04 -07:00
BackgroundStage.h Haze enable/disable from UI works. 2017-10-03 17:42:04 -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 Shadows are now cast by the current zone key light (sun) 2017-10-24 11:09:36 +02:00
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 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 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 Andrew's corrections (per coding standard). 2017-10-18 08:42:07 -07:00
DeferredLighting.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredLightingEffect.cpp Shadows are now cast by the current zone key light (sun) 2017-10-24 11:09:36 +02:00
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 Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
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 Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
DrawHaze.cpp Andrew's corrections (per coding standard). 2017-10-18 08:42:07 -07:00
DrawHaze.h Replace light blend with glare. 2017-10-13 13:36:46 -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 New android toolchain 2017-09-19 13:45:12 -07:00
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 Fix fxaa shader to use texture 2016-02-24 13:36:08 -08:00
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp fix warning about implicit cast from 64 to 32 bits 2017-10-11 06:07:07 -07:00
GeometryCache.h more correct use of BufferView in GeometryCache 2017-10-10 17:02:26 -07:00
glowLine.slf Merge branch 'master' into android_new 2017-09-26 14:31:29 -07:00
glowLine.slv fix alpha on glowLines 2017-09-22 13:22:08 -07:00
grid.slf fix grid shader 2016-07-23 11:09:16 +02:00
Haze.slf Changed blend range from 32,000 m to 30,000m 2017-10-24 13:17:09 -07:00
Haze.slh Refactoring. 2017-10-09 17:25:19 -07:00
HazeStage.cpp Replace light blend with glare. 2017-10-13 13:36:46 -07:00
HazeStage.h Replace light blend with glare. 2017-10-13 13:36:46 -07:00
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 adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
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 Shadows are now cast by the current zone key light (sun) 2017-10-24 11:09:36 +02:00
LightStage.h Shadows are now cast by the current zone key light (sun) 2017-10-24 11:09:36 +02:00
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 wip hud layering and fix crashes 2017-10-04 11:45:21 -07:00
MeshPartPayload.h Preparing for merge with stage. DOESN'T COMPILE! 2017-07-07 15:16:20 +02:00
Model.cpp fix scale of rendered collision geometry 2017-10-24 13:23:46 -07:00
Model.h fix animating entities 2017-10-16 15:55:25 -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 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 chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_translucent_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_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
Outline.slf Modified outline shader to do fill branch on CPU. Fixed assymetric outline 2017-09-07 12:15:38 +02:00
Outline.slh Adjustments to half texel fix 2017-09-07 12:30:20 +02:00
Outline_filled.slf Modified outline shader to do fill branch on CPU. Fixed assymetric outline 2017-09-07 12:15:38 +02:00
Outline_shared.slh Adjusted kernel size to real pixel blur width 2017-08-10 10:54:28 +02:00
OutlineEffect.cpp Fixed warning on Mac 2017-09-07 19:03:22 +02:00
OutlineEffect.h Update angular size and i behavior 2017-09-22 11:41:28 -07:00
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 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 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 Added debug tool to view shadow & view frustums 2017-10-25 11:58:16 +02:00
RenderDeferredTask.h Added debug tool to view shadow & view frustums 2017-10-25 11:58:16 +02:00
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 Shadows are now cast by the current zone key light (sun) 2017-10-24 11:09:36 +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 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 chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
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 FIxing the bug for image3D overlay drawn in scene 2017-04-04 12:56:43 -07:00
simple_transparent_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_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 don't do SoftAttachmentModel::updateClusterMatrices if geometry isn't ready 2017-07-13 13:18:21 -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 working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
StencilMaskPass.h working on text3d overlays and entities 2017-09-12 16:49:51 -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 Adding HazeStage 2017-09-27 08:01:19 -07:00
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 Haze enable/disable from UI works. 2017-10-03 17:42:04 -07:00
ZoneRenderer.h some clean up: 2017-05-23 18:00:22 -07:00