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text
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Fix drop in text rendering quality on texture memory constrained systems
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2016-12-05 14:12:57 -08:00 |
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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Merge with upstream
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2016-11-02 18:15:08 -07:00 |
AmbientOcclusionEffect.h
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Developping the Light Clusters, adding visualization
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2016-09-08 18:02:35 -07:00 |
AnimDebugDraw.cpp
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Encapsulate AnimPose members for easier optimizations
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2016-12-28 12:11:24 -08:00 |
AnimDebugDraw.h
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animdebugdraw.slf
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animdebugdraw.slv
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AntialiasingEffect.cpp
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Remove the use of implicit ids in geometry cache
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2016-10-19 11:18:25 -07:00 |
AntialiasingEffect.h
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Remove the use of implicit ids in geometry cache
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2016-10-19 11:18:25 -07:00 |
debug_deferred_buffer.slf
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Performing the curvature generation and diffusion at half the resolution
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2016-07-18 03:54:05 -07:00 |
debug_deferred_buffer.slv
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DebugDeferredBuffer.cpp
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Merge with upstream
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2016-11-02 18:15:08 -07:00 |
DebugDeferredBuffer.h
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Remove the use of implicit ids in geometry cache
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2016-10-19 11:18:25 -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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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
DeferredBufferRead.slh
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Merging with upstream after resolving some conflicts
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2016-10-12 09:22:12 -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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Additional plugin debugging, better plugin resource cleanup
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2016-10-11 19:40:02 -07:00 |
DeferredFramebuffer.h
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Clenaing the rendering and the framebuffer allocations
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2016-07-12 14:34:54 -07:00 |
DeferredFrameTransform.cpp
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Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL
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2016-06-28 13:47:55 -07:00 |
DeferredFrameTransform.h
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Fixing comments from review
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2016-07-20 11:02:27 -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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tracing polish
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2016-12-16 14:02:27 -08:00 |
DeferredLightingEffect.h
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separate the rendering of the light outline from the main rendering and introduce a way to support both platform
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2016-10-03 18:28:44 -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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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
directional_light.slf
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
directional_light_shadow.slf
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
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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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
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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FramebufferCache.cpp
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Additional plugin debugging, better plugin resource cleanup
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2016-10-11 19:40:02 -07:00 |
FramebufferCache.h
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Merging with master
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2016-08-01 12:42:33 -07:00 |
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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Glow line replacement without geometry shader
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2016-11-18 17:42:55 -08:00 |
GeometryCache.h
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Glow line replacement without geometry shader
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2016-11-18 17:42:55 -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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fix grid shader
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2016-07-23 11:09:16 +02:00 |
hit_effect.slf
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hit_effect.slv
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HitEffect.cpp
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Remove the use of implicit ids in geometry cache
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2016-10-19 11:18:25 -07:00 |
HitEffect.h
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Remove the use of implicit ids in geometry cache
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2016-10-19 11:18:25 -07:00 |
LightAmbient.slh
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Merging with upstream after resolving some conflicts
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2016-10-12 09:22:12 -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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cleanup naked qDebug() calls
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2016-12-19 22:24:25 -08:00 |
LightClusters.h
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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 |
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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Adding the check for Obscurrance
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2016-07-18 18:11:51 -07:00 |
LightingModel.h
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separate the rendering of the light outline from the main rendering and introduce a way to support both platform
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2016-10-03 18:28:44 -07:00 |
LightingModel.slh
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Merging with upstream after resolving some conflicts
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2016-10-12 09:22:12 -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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FOund 2 bugs causing the empty clusters. now back to working
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2016-10-07 05:02:04 -07:00 |
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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Adding the lighting model class to configure accross the jobs the lighting
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2016-07-01 18:36:51 -07:00 |
MeshPartPayload.cpp
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remove cruft
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2017-01-11 06:55:13 -08:00 |
MeshPartPayload.h
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cleanup class method declarations
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2017-01-11 06:56:07 -08:00 |
Model.cpp
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remove cruft: Model::_pupilDilation
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2017-01-11 06:57:05 -08:00 |
Model.h
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remove cruft: Model::_pupilDilation
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2017-01-11 06:57:05 -08:00 |
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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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
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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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
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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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
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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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
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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Fixing the default value for the lightingMOdel flag when using debugDeferredLighting
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2016-07-14 16:45:56 -07:00 |
model_unlit.slf
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Adjust qml positions and fix one shader bug
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2016-07-19 13:20:19 -07:00 |
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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FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
overlay3D_translucent.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_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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include spatialSelection in RenderFetchCullSortTask::Output
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2016-12-30 15:08:16 -05:00 |
RenderDeferredTask.h
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FetchSortCull->FetchCullSort
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2016-12-29 19:27:37 -05:00 |
RenderForwardTask.cpp
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Merge branch 'master' into graphics/fetch-cull-sort
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2017-01-03 14:04:39 -05:00 |
RenderForwardTask.h
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Merge branch 'master' into graphics/fetch-cull-sort
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2017-01-03 14:04:39 -05:00 |
RenderPipelines.cpp
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Brining back support for the ambinet lighting
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2016-09-30 16:24:57 -07:00 |
RenderShadowTask.cpp
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templatize graphics engine tasks' run method
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2016-12-23 14:58:40 -05:00 |
RenderShadowTask.h
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templatize graphics engine tasks' run method
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2016-12-23 14:58:40 -05:00 |
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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FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
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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FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
simple_opaque_web_browser.slf
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Improved web entity rendering
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2016-08-25 11:04:23 -07:00 |
simple_textured.slf
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try to fade in web entities
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2016-08-03 15:56:41 -07:00 |
simple_textured_unlit.slf
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try to fade in web entities
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2016-08-03 15:56:41 -07:00 |
simple_transparent_web_browser.slf
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Improved web entity rendering
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2016-08-25 11:04:23 -07:00 |
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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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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FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
SubsurfaceScattering.cpp
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Merge with upstream
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2016-11-02 18:15:08 -07:00 |
SubsurfaceScattering.h
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Clenaing the rendering and the framebuffer allocations
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2016-07-12 14:34:54 -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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introducing the depth aware blur
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2016-06-27 17:04:37 -07:00 |
subsurfaceScattering_makeProfile.slf
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introducing the depth aware blur
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2016-06-27 17:04:37 -07:00 |
subsurfaceScattering_makeSpecularBeckmann.slf
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Bringing Beckmann specular to the lighting
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2016-06-30 19:03:24 -07:00 |
SurfaceGeometry.slh
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Intoducing the bluring as a separate Job reusable and the first version of curvature
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2016-06-07 18:13:40 -07:00 |
surfaceGeometry_downsampleDepthNormal.slf
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Separating the normal packing into it s own file and make sure to sclae the filter radius correctly dpeending on the resolution of diffusion
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2016-07-19 12:23:57 -07:00 |
surfaceGeometry_makeCurvature.slf
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Finish the integration of the diffusion pass in the SurfaceGeometryPass job, clean up ui
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2016-07-19 10:34:06 -07:00 |
surfaceGeometry_makeLinearDepth.slf
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Correcting the Z sign
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2016-06-06 09:29:50 -07:00 |
SurfaceGeometryPass.cpp
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Merge with upstream
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2016-11-02 18:15:08 -07:00 |
SurfaceGeometryPass.h
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Investigate why the disable depth Bclamp doesn't work
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2016-08-31 19:14:35 -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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Fix the transformation problem for rendering the mini mirror (scattering is still screwed though)
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2016-07-13 18:26:53 -07:00 |
ToneMappingEffect.cpp
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Rename clearViewTransform
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2016-08-12 22:28:59 -07:00 |
ToneMappingEffect.h
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BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
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2016-07-11 18:33:57 -07:00 |