overte/libraries/render-utils/src
2017-05-23 17:53:08 +02:00
..
text Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h delete websurfaces on shutdown 2016-10-28 14:29:52 -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 Renaming the PendingCHanges class to Transaction 2017-04-05 13:10:31 -07:00
AnimDebugDraw.h
animdebugdraw.slf
animdebugdraw.slv
AntialiasingEffect.cpp Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
AntialiasingEffect.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
CauterizedMeshPartPayload.cpp payload keeps weak pointer to Model 2017-05-22 17:29:15 -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 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
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 Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65"" 2017-04-07 02:03:58 -07:00
DeferredBufferWrite.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredFramebuffer.cpp Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
DeferredFramebuffer.h
DeferredFrameTransform.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
DeferredFrameTransform.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
DeferredGlobalLight.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredLighting.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredLightingEffect.cpp Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
DeferredLightingEffect.h Separating the task classes in their own folder, and easing the declaration 2017-04-21 18:16:07 -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
directional_light.slf
directional_light_shadow.slf
directional_skybox_light.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
directional_skybox_light_shadow.slf
drawOpaqueStencil.slf
FboCache.cpp cleanup naked qDebug() calls 2016-12-19 22:24:25 -08:00
FboCache.h
forward_model.slf Create render forward version of pixel shaders 2017-01-18 19:18:59 -03:00
forward_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
forward_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
forward_model_specular_map.slf Create render forward version of pixel shaders 2017-01-18 19:18:59 -03:00
forward_model_unlit.slf Create render forward version of pixel shaders 2017-01-18 19:18:59 -03:00
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 FInally bringing all the shader compilation related fuinctions in the Backend in the same cpp, making specialized version based on the Backend 2017-04-13 23:53:56 -07:00
GeometryCache.h Disable FXAA on tablet overlay in desktop mode. 2017-01-30 11:24:59 -08:00
glowLine.slf Glow line replacement without geometry shader 2016-11-18 17:42:55 -08:00
glowLine.slv Glow line replacement without geometry shader 2016-11-18 17:42:55 -08:00
grid.slf
hit_effect.slf
hit_effect.slv
HitEffect.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
HitEffect.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
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 writting the abs differently 2016-12-13 15:27:50 -08:00
LightClusters.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
LightClusters.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
lightClusters_drawClusterContent.slf clean up and less changes 2016-12-09 03:05:25 -08:00
lightClusters_drawClusterContent.slv Merge and fix the bug!!! 2016-11-16 19:12:56 -08:00
lightClusters_drawClusterFromDepth.slf clean up and less changes 2016-12-09 03:05:25 -08:00
lightClusters_drawClusterFromDepth.slv Merge and fix the bug!!! 2016-11-16 19:12:56 -08:00
lightClusters_drawGrid.slf Developping the Light Clusters, adding visualization 2016-09-08 18:02:35 -07:00
lightClusters_drawGrid.slv Merge and fix the bug!!! 2016-11-16 19:12:56 -08:00
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 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.slh Expose rendering in wireframe mode 2017-03-15 12:23:44 -07:00
LightPayload.cpp cleaning up the comments from review and trying something to adress the issue that showed up on i5 2016-10-07 16:04:19 -07:00
LightPayload.h pass the visibility of the enitity to the LightPaylkoad correctly, clean up the ambient shader 2016-10-03 00:08:30 -07:00
LightPoint.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
LightSpot.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
LightStage.cpp change all references of IDENTITY_FRONT to IDENTITY_FORWARD 2017-03-21 22:13:33 +00:00
LightStage.h FOund 2 bugs causing the empty clusters. now back to working 2016-10-07 05:02:04 -07:00
local_lights_drawOutline.slf clean up and less changes 2016-12-09 03:05:25 -08:00
local_lights_shading.slf clean up and less changes 2016-12-09 03:05:25 -08:00
MaterialTextures.slh Remove unecessary normalize 2017-05-04 12:38:27 -07:00
MeshPartPayload.cpp payload keeps weak pointer to Model 2017-05-22 17:29:15 -07:00
MeshPartPayload.h payload keeps weak pointer to Model 2017-05-22 17:29:15 -07:00
Model.cpp base scale attachment on the natural dimensions 2017-05-23 17:53:08 +02:00
Model.h base scale attachment on the natural dimensions 2017-05-23 17:53:08 +02:00
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_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_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_specular_map.slf Fixing the failing shader 2017-02-10 14:40:39 -08:00
model_lightmap_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
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_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_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_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_translucent.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_translucent_unlit.slf
model_unlit.slf
nop.slf merge from upstream 2017-01-17 09:29:30 -08:00
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
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
overlay3D_unlit.slf
point_light.slf Rearrange the light struc description in the shader side, needs the c++ to match now 2016-09-28 18:32:35 -07:00
RenderDeferredTask.cpp CR 2017-04-25 16:09:31 -07:00
RenderDeferredTask.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
RenderForwardTask.cpp Texture::create returns shared pointer 2017-04-25 15:56:23 -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 FIxing the bug for image3D overlay drawn in scene 2017-04-04 12:56:43 -07:00
RenderShadowTask.cpp Separating the task classes in their own folder, and easing the declaration 2017-04-21 18:16:07 -07:00
RenderShadowTask.h removing the explicit SettingHandle path to REnder?engine 2017-04-24 00:52:09 -07:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
sdf_text3D.slf try to make text entities fade 2016-08-03 16:27:51 -07:00
sdf_text3D.slv
sdf_text3D_overlay.slf
Shadow.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
simple.slf fixed procedural entity fade 2016-08-05 16:15:10 -07:00
simple.slv
simple_opaque_web_browser.slf Disable FXAA on tablet overlay in desktop mode. 2017-01-30 11:24:59 -08:00
simple_opaque_web_browser_overlay.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_unlit.slf adding different shaders for transparent for simpel 2017-04-04 11:50:38 -07:00
simple_transparent_textured.slf FIxing the bug for image3D overlay drawn in scene 2017-04-04 12:56:43 -07:00
simple_transparent_textured_unlit.slf FIxing the bug for image3D overlay drawn in scene 2017-04-04 12:56:43 -07:00
simple_transparent_web_browser.slf Disable FXAA on tablet overlay in desktop mode. 2017-01-30 11:24:59 -08:00
simple_transparent_web_browser_overlay.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_normal_map.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
skin_model_shadow.slf
skin_model_shadow.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
Skinning.slh final changes as per samcake 2017-03-27 15:19:28 -07:00
SoftAttachmentModel.cpp Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
SoftAttachmentModel.h Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
spot_light.slf 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
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
SubsurfaceScattering.cpp Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
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 Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
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
subsurfaceScattering_makeProfile.slf
subsurfaceScattering_makeSpecularBeckmann.slf
SurfaceGeometry.slh
surfaceGeometry_downsampleDepthNormal.slf Fix the problem with the cursor and scattering, 2017-03-30 15:15:14 -07:00
surfaceGeometry_makeCurvature.slf
surfaceGeometry_makeLinearDepth.slf
SurfaceGeometryPass.cpp Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
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 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
ToneMappingEffect.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
ZoneRenderer.cpp 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) 2017-04-11 01:21:45 -07:00
ZoneRenderer.h REfining the Config behavior, trying to pr next 2017-04-10 19:01:49 -07:00