overte-HifiExperiments/interface/src/renderer
2013-11-26 17:53:31 -08:00
..
AmbientOcclusionEffect.cpp The other part of the Oculus ambient occlusion fix. 2013-11-26 17:53:31 -08:00
AmbientOcclusionEffect.h The other part of the Oculus ambient occlusion fix. 2013-11-26 17:53:31 -08:00
FBXReader.cpp Fix for pupil dilation on Ryan's face. 2013-11-14 15:21:54 -08:00
FBXReader.h Read the palm direction from the FST, use that to determine Leap rotations. 2013-11-08 15:38:20 -08:00
GeometryCache.cpp Use blue default texture when we fail to load a normal map. 2013-10-31 14:46:51 -07:00
GeometryCache.h More progress on reading skeletons. 2013-10-17 17:30:34 -07:00
GlowEffect.cpp Fix for glow flickering. 2013-10-16 17:47:39 -07:00
GlowEffect.h Fixed renderer related files memory wastes 2013-09-03 13:50:01 -07:00
Model.cpp Progress towards shadow maps. 2013-11-20 16:23:54 -08:00
Model.h Finger IK, take two. 2013-11-13 13:53:41 -08:00
PointShader.cpp fix thinning in voxels as points by using correct points to calculate width of voxel based on camera position relative to voxel 2013-11-03 11:10:00 -08:00
PointShader.h fix thinning in voxels as points by using correct points to calculate width of voxel based on camera position relative to voxel 2013-11-03 11:10:00 -08:00
ProgramObject.cpp Now that we have a Qt context, we can use their shader classes. However, we 2013-05-15 13:27:37 -07:00
ProgramObject.h Now that we have a Qt context, we can use their shader classes. However, we 2013-05-15 13:27:37 -07:00
RenderUtil.cpp Fixed glow/ambient occlusion with Oculus. 2013-08-21 15:44:57 -07:00
RenderUtil.h Fixed glow/ambient occlusion with Oculus. 2013-08-21 15:44:57 -07:00
TextureCache.cpp Linear filtering for more smoothness. 2013-11-21 13:36:16 -08:00
TextureCache.h Progress towards shadow maps. 2013-11-20 16:23:54 -08:00
VoxelShader.cpp rearranged menus, some hacking on voxel shader 2013-09-26 14:51:57 -07:00
VoxelShader.h rearranged menus, some hacking on voxel shader 2013-09-26 14:51:57 -07:00