..
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
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
BackgroundStage.h
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
BloomApply.slf
Optimized performance of bloom by reducing blur resolution and merging some downsampling passes with blur passes
2017-11-08 11:38:20 +01:00
BloomEffect.cpp
Optimized performance of bloom by reducing blur resolution and merging some downsampling passes with blur passes
2017-11-08 11:38:20 +01:00
BloomEffect.h
Disabled bloom by default
2017-11-14 21:54:40 +01:00
BloomThreshold.slf
Optimized performance of bloom by reducing blur resolution and merging some downsampling passes with blur passes
2017-11-08 11:38:20 +01:00
CauterizedMeshPartPayload.cpp
Merge branch 'master' into feature/dual-quat
2018-01-11 17:31:29 -08:00
CauterizedMeshPartPayload.h
Removed SKIN_COMP define, re-enabled cauterization
2018-01-04 16:15:42 -08:00
CauterizedModel.cpp
Bug fix for avatar neck cauterization
2018-01-25 17:47:39 -08:00
CauterizedModel.h
Model has a Rig rather than a RigPointer
2017-05-19 13:24:16 -07:00
debug_deferred_buffer.slf
Cascade selection working on shadow but not in Luci debug mode
2017-11-13 18:42:34 +01:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp
Merge branch 'master' of git://github.com/highfidelity/hifi into csm
2017-12-05 09:18:26 +01:00
DebugDeferredBuffer.h
Working CSM with smooth blend between cascades. Switched to 4 1024 cascades
2017-11-14 16:57:22 +01:00
deferred_light.slv
deferred_light_limited.slv
deferred_light_point.slv
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
deferred_light_spot.slv
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -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
Created SurfaceData structure to centralize computation of frequently used shader temporary values
2017-12-21 17:41:36 +01:00
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
Working bloom but still visually unstable with geometry aliasing
2017-10-09 19:17:51 +02:00
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
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
DeferredLighting.slh
DeferredLightingEffect.cpp
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
DeferredLightingEffect.h
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
DeferredTransform.slh
directional_ambient_light.slf
directional_ambient_light_shadow.slf
Added normal based adaptive depth bias
2017-12-06 17:06:48 +01:00
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
Added normal based adaptive depth bias
2017-12-06 17:06:48 +01:00
DrawHaze.cpp
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
DrawHaze.h
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
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
FboCache.h
forward_model.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
forward_model_normal_map.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
forward_model_normal_specular_map.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
forward_model_specular_map.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
forward_model_translucent.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
forward_model_unlit.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
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
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
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
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
GeometryCache.h
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
glowLine.slf
add width param to vertex shader
2017-11-08 18:35:26 -07:00
glowLine.slv
add width param to vertex shader
2017-11-08 18:35:26 -07:00
grid.slf
Haze.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
Haze.slh
Pass keylight direction as parameter to the shader.
2017-12-19 11:12:27 -08:00
HazeStage.cpp
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
HazeStage.h
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
Highlight.slf
Renamed outline to highlight
2017-11-07 11:07:25 +01:00
Highlight.slh
removing .f for a float in shader
2017-12-11 09:26:43 -08:00
Highlight_aabox.slv
Fixed highlight in stereo mode, including HMD (testing on simulator)
2017-11-08 13:49:18 +01:00
Highlight_filled.slf
Renamed outline to highlight
2017-11-07 11:07:25 +01:00
Highlight_shared.slh
extend the set of interface for multi highlight
2017-11-21 17:59:45 -08:00
HighlightEffect.cpp
Removing commented code
2017-12-11 09:28:33 -08:00
HighlightEffect.h
Only non empty selections are now linked to highlight passes
2017-11-07 17:07:37 +01:00
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
Fixed weird rendering bug.
2018-01-10 10:55:45 +01:00
LightClusterGrid.slh
LightClusterGrid_shared.slh
New android toolchain
2017-09-19 13:45:12 -07:00
LightClusters.cpp
try to avoid reusing uniform buffer locations
2018-01-10 17:01:01 -08:00
LightClusters.h
Introducing the renderview task
2017-06-06 18:00:41 -07:00
lightClusters_drawClusterContent.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
lightClusters_drawClusterContent.slv
New android toolchain
2017-09-19 13:45:12 -07:00
lightClusters_drawClusterFromDepth.slf
lightClusters_drawClusterFromDepth.slv
New android toolchain
2017-09-19 13:45:12 -07:00
lightClusters_drawGrid.slf
lightClusters_drawGrid.slv
New android toolchain
2017-09-19 13:45:12 -07:00
LightDirectional.slh
Created SurfaceData structure to centralize computation of frequently used shader temporary values
2017-12-21 17:41:36 +01:00
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
Normalized diffuse & specular of directional, point and spot lights such as a light intensity of 1 gives a perpendicular diffuse lighting of the same color as the albedo for dielectric materials.
2018-01-19 13:58:35 +01:00
LightPayload.cpp
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
LightPayload.h
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
LightPoint.slh
Created SurfaceData structure to centralize computation of frequently used shader temporary values
2017-12-21 17:41:36 +01:00
LightSpot.slh
Created SurfaceData structure to centralize computation of frequently used shader temporary values
2017-12-21 17:41:36 +01:00
LightStage.cpp
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
LightStage.h
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
local_lights_drawOutline.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
local_lights_shading.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
MaterialTextures.slh
New android toolchain
2017-09-19 13:45:12 -07:00
MeshPartPayload.cpp
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
MeshPartPayload.h
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
Model.cpp
Merge pull request #12188 from hyperlogic/feature/small-anim-refactor
2018-01-17 13:41:51 -08:00
Model.h
Bug fix for avatar neck cauterization
2018-01-25 17:47:39 -08:00
model.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model.slv
model_fade.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
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
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_lightmap.slv
model_lightmap_fade.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
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
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_lightmap_normal_map.slv
model_lightmap_normal_map_fade.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
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
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_lightmap_normal_specular_map_fade.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_lightmap_specular_map.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_lightmap_specular_map_fade.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_normal_map.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_normal_map.slv
model_normal_map_fade.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
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
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_normal_specular_map_fade.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_shadow.slf
model_shadow.slv
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
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_specular_map_fade.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_translucent.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_translucent_fade.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_translucent_unlit.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_translucent_unlit_fade.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_unlit.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
model_unlit_fade.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
nop.slf
merge from upstream
2017-01-17 09:29:30 -08:00
overlay3D.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
overlay3D.slv
overlay3D_model.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
overlay3D_model_translucent.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
overlay3D_model_translucent_unlit.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
overlay3D_model_unlit.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
overlay3D_translucent.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
overlay3D_translucent_unlit.slf
overlay3D_unlit.slf
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
fix black flashing on transparent objects
2018-01-17 15:59:07 -08:00
RenderDeferredTask.h
Merge branch 'master' into hazeOnTransparent
2017-12-14 11:41:53 -08:00
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
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
RenderShadowTask.cpp
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
RenderShadowTask.h
Fixed bug which culled medium sized objects in shadow maps due to perspective frustum assumed octree selection
2017-12-11 12:19:10 +01:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
RenderViewTask.cpp
Fixed weird bug with objects suddenly poping out of the shadow map. Was due to objects with own pipeline corrupting the render state. Don't know why though
2017-12-06 15:26:44 +01:00
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
Added normal based adaptive depth bias
2017-12-06 17:06:48 +01:00
ShadowCore.slh
Added normal based adaptive depth bias
2017-12-06 17:06:48 +01:00
Shadows_shared.slh
Added normal based adaptive depth bias
2017-12-06 17:06:48 +01:00
simple.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
simple.slv
properly fix AA stenciling
2017-08-10 16:07:40 -07:00
simple_fade.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
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
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
simple_textured_fade.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
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
Replace evalGlobalLightingAlphaBlended
with evalGlobalLightingAlphaBlendedWithHaze
in all shaders.
2017-12-16 00:22:26 -08:00
simple_transparent_textured_fade.slf
Replace evalGlobalLightingAlphaBlended
with evalGlobalLightingAlphaBlendedWithHaze
in all shaders.
2017-12-16 00:22:26 -08:00
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
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
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
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
Bug fix for avatar neck cauterization
2018-01-25 17:47:39 -08:00
SoftAttachmentModel.cpp
removed comments
2018-01-04 16:17:21 -08:00
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
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
StencilMaskPass.h
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
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
Created SurfaceData structure to centralize computation of frequently used shader temporary values
2017-12-21 17:41:36 +01:00
subsurfaceScattering_drawScattering.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
subsurfaceScattering_makeLUT.slf
subsurfaceScattering_makeProfile.slf
subsurfaceScattering_makeSpecularBeckmann.slf
SurfaceGeometry.slh
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
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
UpdateSceneTask.cpp
Renamed outline to highlight
2017-11-07 11:07:25 +01:00
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
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
zone_drawKeyLight.slf
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
zone_drawSkybox.slf
Polishing the scope shaders
2017-05-18 01:06:59 -07:00
ZoneRenderer.cpp
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
ZoneRenderer.h
some clean up:
2017-05-23 18:00:22 -07:00