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text
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Texture::create returns shared pointer
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2017-04-25 15:56:23 -07:00 |
AbstractViewStateInterface.cpp
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AbstractViewStateInterface.h
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delete websurfaces on shutdown
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2016-10-28 14:29:52 -07:00 |
AmbientOcclusionEffect.cpp
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Texture::create returns shared pointer
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2017-04-25 15:56:23 -07:00 |
AmbientOcclusionEffect.h
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removing the explicit SettingHandle path to REnder?engine
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2017-04-24 00:52:09 -07:00 |
AnimDebugDraw.cpp
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Renaming the PendingCHanges class to Transaction
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2017-04-05 13:10:31 -07:00 |
AnimDebugDraw.h
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animdebugdraw.slf
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animdebugdraw.slv
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AntialiasingEffect.cpp
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Texture::create returns shared pointer
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2017-04-25 15:56:23 -07:00 |
AntialiasingEffect.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
CauterizedMeshPartPayload.cpp
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payload keeps weak pointer to Model
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2017-05-22 17:29:15 -07:00 |
CauterizedMeshPartPayload.h
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payload keeps weak pointer to Model
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2017-05-22 17:29:15 -07:00 |
CauterizedModel.cpp
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Merge pull request #10528 from AndrewMeadows/payload-gets-weak-pointer
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2017-05-22 21:54:40 -07:00 |
CauterizedModel.h
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Model has a Rig rather than a RigPointer
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2017-05-19 13:24:16 -07:00 |
debug_deferred_buffer.slf
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Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65""
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2017-04-07 02:03:58 -07:00 |
debug_deferred_buffer.slv
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DebugDeferredBuffer.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
DebugDeferredBuffer.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
deferred_light.slv
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Adapt shader for GL ES support which requires operators of the same datatype
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2016-10-11 12:15:49 -03:00 |
deferred_light_limited.slv
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fixing the lighting problem in stereo
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2016-10-31 17:40:34 -07:00 |
deferred_light_point.slv
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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....
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2016-10-05 18:28:19 -07:00 |
deferred_light_spot.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
DeferredBuffer.slh
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Deep dive into the shape key and filters and the PLumber construction
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2017-02-24 00:35:10 -08:00 |
DeferredBufferRead.slh
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Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65""
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2017-04-07 02:03:58 -07:00 |
DeferredBufferWrite.slh
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
DeferredFramebuffer.cpp
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Texture::create returns shared pointer
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2017-04-25 15:56:23 -07:00 |
DeferredFramebuffer.h
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DeferredFrameTransform.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
DeferredFrameTransform.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
DeferredGlobalLight.slh
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
DeferredLighting.slh
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
DeferredLightingEffect.cpp
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Texture::create returns shared pointer
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2017-04-25 15:56:23 -07:00 |
DeferredLightingEffect.h
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Separating the task classes in their own folder, and easing the declaration
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2017-04-21 18:16:07 -07:00 |
DeferredTransform.slh
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Merge branch 'master' of https://github.com/highfidelity/hifi into hdr
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2016-08-18 10:20:33 -07:00 |
directional_ambient_light.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
directional_ambient_light_shadow.slf
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directional_light.slf
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directional_light_shadow.slf
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directional_skybox_light.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
directional_skybox_light_shadow.slf
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drawOpaqueStencil.slf
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FboCache.cpp
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cleanup naked qDebug() calls
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2016-12-19 22:24:25 -08:00 |
FboCache.h
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forward_model.slf
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Create render forward version of pixel shaders
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2017-01-18 19:18:59 -03:00 |
forward_model_normal_map.slf
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FIx the filtering problem on color and normals introduced since we generate mips with QImage
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2017-02-10 11:40:39 -08:00 |
forward_model_normal_specular_map.slf
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FIx the filtering problem on color and normals introduced since we generate mips with QImage
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2017-02-10 11:40:39 -08:00 |
forward_model_specular_map.slf
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Create render forward version of pixel shaders
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2017-01-18 19:18:59 -03:00 |
forward_model_unlit.slf
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Create render forward version of pixel shaders
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2017-01-18 19:18:59 -03:00 |
FramebufferCache.cpp
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remove redundant declarations
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2017-03-18 05:00:05 +00:00 |
FramebufferCache.h
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remove Mini Mirror from View menu
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2017-03-18 00:53:13 +00:00 |
fxaa.slf
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fxaa.slv
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fxaa_blend.slf
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GeometryCache.cpp
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FInally bringing all the shader compilation related fuinctions in the Backend in the same cpp, making specialized version based on the Backend
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2017-04-13 23:53:56 -07:00 |
GeometryCache.h
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Disable FXAA on tablet overlay in desktop mode.
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2017-01-30 11:24:59 -08:00 |
glowLine.slf
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Glow line replacement without geometry shader
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2016-11-18 17:42:55 -08:00 |
glowLine.slv
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Glow line replacement without geometry shader
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2016-11-18 17:42:55 -08:00 |
grid.slf
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hit_effect.slf
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hit_effect.slv
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HitEffect.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
HitEffect.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
LightAmbient.slh
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Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65""
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2017-04-07 02:03:58 -07:00 |
LightClusterGrid.slh
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rewind all the unecessary changes and do just the minimum layout(std140) and accessing the big arrays in vec4s to fix the amd bug
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2016-12-09 02:58:09 -08:00 |
LightClusterGrid_shared.slh
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writting the abs differently
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2016-12-13 15:27:50 -08:00 |
LightClusters.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
LightClusters.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
lightClusters_drawClusterContent.slf
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clean up and less changes
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2016-12-09 03:05:25 -08:00 |
lightClusters_drawClusterContent.slv
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Merge and fix the bug!!!
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2016-11-16 19:12:56 -08:00 |
lightClusters_drawClusterFromDepth.slf
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clean up and less changes
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2016-12-09 03:05:25 -08:00 |
lightClusters_drawClusterFromDepth.slv
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Merge and fix the bug!!!
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2016-11-16 19:12:56 -08:00 |
lightClusters_drawGrid.slf
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Developping the Light Clusters, adding visualization
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2016-09-08 18:02:35 -07:00 |
lightClusters_drawGrid.slv
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Merge and fix the bug!!!
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2016-11-16 19:12:56 -08:00 |
LightDirectional.slh
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Rearrange the light struc description in the shader side, needs the c++ to match now
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2016-09-28 18:32:35 -07:00 |
LightingModel.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
LightingModel.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
LightingModel.slh
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Expose rendering in wireframe mode
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2017-03-15 12:23:44 -07:00 |
LightPayload.cpp
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cleaning up the comments from review and trying something to adress the issue that showed up on i5
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2016-10-07 16:04:19 -07:00 |
LightPayload.h
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pass the visibility of the enitity to the LightPaylkoad correctly, clean up the ambient shader
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2016-10-03 00:08:30 -07:00 |
LightPoint.slh
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Merging with upstream after resolving some conflicts
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2016-10-12 09:22:12 -07:00 |
LightSpot.slh
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Merging with upstream after resolving some conflicts
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2016-10-12 09:22:12 -07:00 |
LightStage.cpp
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change all references of IDENTITY_FRONT to IDENTITY_FORWARD
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2017-03-21 22:13:33 +00:00 |
LightStage.h
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FOund 2 bugs causing the empty clusters. now back to working
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2016-10-07 05:02:04 -07:00 |
local_lights_drawOutline.slf
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clean up and less changes
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2016-12-09 03:05:25 -08:00 |
local_lights_shading.slf
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clean up and less changes
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2016-12-09 03:05:25 -08:00 |
MaterialTextures.slh
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Remove unecessary normalize
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2017-05-04 12:38:27 -07:00 |
MeshPartPayload.cpp
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payload keeps weak pointer to Model
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2017-05-22 17:29:15 -07:00 |
MeshPartPayload.h
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payload keeps weak pointer to Model
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2017-05-22 17:29:15 -07:00 |
Model.cpp
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base scale attachment on the natural dimensions
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2017-05-23 17:53:08 +02:00 |
Model.h
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base scale attachment on the natural dimensions
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2017-05-23 17:53:08 +02:00 |
model.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_lightmap.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_lightmap.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_lightmap_normal_map.slf
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Fixing the failing shader
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2017-02-10 14:40:39 -08:00 |
model_lightmap_normal_map.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_lightmap_normal_specular_map.slf
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Fixing the failing shader
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2017-02-10 14:40:39 -08:00 |
model_lightmap_specular_map.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_normal_map.slf
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FIx the filtering problem on color and normals introduced since we generate mips with QImage
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2017-02-10 11:40:39 -08:00 |
model_normal_map.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_normal_specular_map.slf
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FIx the filtering problem on color and normals introduced since we generate mips with QImage
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2017-02-10 11:40:39 -08:00 |
model_shadow.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_shadow.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_specular_map.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_translucent.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_translucent_unlit.slf
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model_unlit.slf
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nop.slf
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merge from upstream
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2017-01-17 09:29:30 -08:00 |
overlay3D.slf
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Rearrange the light struc description in the shader side, needs the c++ to match now
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2016-09-28 18:32:35 -07:00 |
overlay3D.slv
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overlay3D_model.slf
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Fixing the emissive on overlayfor models
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2017-02-27 02:52:00 -08:00 |
overlay3D_model_translucent.slf
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Fixing the emissive on overlayfor models
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2017-02-27 02:52:00 -08:00 |
overlay3D_model_translucent_unlit.slf
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Adding support for the unliti materials too for overlay's
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2017-02-28 18:12:35 -08:00 |
overlay3D_model_unlit.slf
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Adding support for the unliti materials too for overlay's
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2017-02-28 18:12:35 -08:00 |
overlay3D_translucent.slf
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adjusted the PLumber shape keys to coever non material shapes in main pass
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2017-02-25 13:00:37 -08:00 |
overlay3D_translucent_unlit.slf
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overlay3D_unlit.slf
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point_light.slf
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Rearrange the light struc description in the shader side, needs the c++ to match now
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2016-09-28 18:32:35 -07:00 |
RenderDeferredTask.cpp
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CR
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2017-04-25 16:09:31 -07:00 |
RenderDeferredTask.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
RenderForwardTask.cpp
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Texture::create returns shared pointer
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2017-04-25 15:56:23 -07:00 |
RenderForwardTask.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
RenderPipelines.cpp
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FIxing the bug for image3D overlay drawn in scene
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2017-04-04 12:56:43 -07:00 |
RenderShadowTask.cpp
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Separating the task classes in their own folder, and easing the declaration
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2017-04-21 18:16:07 -07:00 |
RenderShadowTask.h
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removing the explicit SettingHandle path to REnder?engine
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2017-04-24 00:52:09 -07:00 |
RenderUtilsLogging.cpp
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RenderUtilsLogging.h
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sdf_text3D.slf
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try to make text entities fade
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2016-08-03 16:27:51 -07:00 |
sdf_text3D.slv
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sdf_text3D_overlay.slf
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Shadow.slh
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
simple.slf
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fixed procedural entity fade
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2016-08-05 16:15:10 -07:00 |
simple.slv
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simple_opaque_web_browser.slf
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Disable FXAA on tablet overlay in desktop mode.
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2017-01-30 11:24:59 -08:00 |
simple_opaque_web_browser_overlay.slf
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Disable FXAA on tablet overlay in desktop mode.
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2017-01-30 11:24:59 -08:00 |
simple_textured.slf
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adding different shaders for transparent for simpel
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2017-04-04 11:50:38 -07:00 |
simple_textured_unlit.slf
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adding different shaders for transparent for simpel
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2017-04-04 11:50:38 -07:00 |
simple_transparent_textured.slf
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FIxing the bug for image3D overlay drawn in scene
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2017-04-04 12:56:43 -07:00 |
simple_transparent_textured_unlit.slf
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FIxing the bug for image3D overlay drawn in scene
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2017-04-04 12:56:43 -07:00 |
simple_transparent_web_browser.slf
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Disable FXAA on tablet overlay in desktop mode.
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2017-01-30 11:24:59 -08:00 |
simple_transparent_web_browser_overlay.slf
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Disable FXAA on tablet overlay in desktop mode.
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2017-01-30 11:24:59 -08:00 |
skin_model.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
skin_model_normal_map.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
skin_model_shadow.slf
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skin_model_shadow.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
Skinning.slh
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final changes as per samcake
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2017-03-27 15:19:28 -07:00 |
SoftAttachmentModel.cpp
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Model has a Rig rather than a RigPointer
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2017-05-19 13:24:16 -07:00 |
SoftAttachmentModel.h
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Model has a Rig rather than a RigPointer
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2017-05-19 13:24:16 -07:00 |
spot_light.slf
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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....
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2016-10-05 18:28:19 -07:00 |
ssao.slh
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Fixing the stereo issue
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2016-08-12 19:18:05 -07:00 |
ssao_debugOcclusion.slf
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Fixing bad include not respecting filename case (for linux)
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2016-08-22 10:36:43 -07:00 |
ssao_makeHorizontalBlur.slf
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ssao_makeOcclusion.slf
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back to noise seeded in image space
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2016-08-21 23:37:24 -07:00 |
ssao_makePyramid.slf
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ssao_makeVerticalBlur.slf
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standardDrawTexture.slf
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standardTransformPNTC.slv
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SubsurfaceScattering.cpp
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Texture::create returns shared pointer
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2017-04-25 15:56:23 -07:00 |
SubsurfaceScattering.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
SubsurfaceScattering.slh
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Adapt shader for GL ES support which requires operators of the same datatype
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2016-10-11 12:15:49 -03:00 |
subsurfaceScattering_drawScattering.slf
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Trying to migrate to a light array instead of each individual lights
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2016-09-02 17:51:35 -07:00 |
subsurfaceScattering_makeLUT.slf
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subsurfaceScattering_makeProfile.slf
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subsurfaceScattering_makeSpecularBeckmann.slf
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SurfaceGeometry.slh
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surfaceGeometry_downsampleDepthNormal.slf
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Fix the problem with the cursor and scattering,
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2017-03-30 15:15:14 -07:00 |
surfaceGeometry_makeCurvature.slf
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surfaceGeometry_makeLinearDepth.slf
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SurfaceGeometryPass.cpp
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Texture::create returns shared pointer
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2017-04-25 15:56:23 -07:00 |
SurfaceGeometryPass.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
TextRenderer3D.cpp
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TextRenderer3D.h
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TextureCache.h
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toneMapping.slf
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ToneMappingEffect.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
ToneMappingEffect.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
ZoneRenderer.cpp
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And introduce a clean sorted select of the items so we keep the order of rendering of the boxes of the zone in the ZOne stack order, the color of box reflect the order (from red to blue)
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2017-04-11 01:21:45 -07:00 |
ZoneRenderer.h
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REfining the Config behavior, trying to pr next
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2017-04-10 19:01:49 -07:00 |