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text
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And another.
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2016-04-26 18:54:02 -04:00 |
AbstractViewStateInterface.cpp
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AbstractViewStateInterface.h
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Address performance issues introduced with this PR.
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2016-03-28 19:47:30 -07:00 |
AmbientOcclusionEffect.cpp
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Only run AO in DEFAULT_RENDER_MODE
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2016-02-12 09:01:54 -08:00 |
AmbientOcclusionEffect.h
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Nest Persistent in Config to compile on nix
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2016-02-11 10:27:32 -08:00 |
AnimDebugDraw.cpp
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AnimDebugDraw: enable bound now that culling works. :)
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2016-03-31 16:10:04 -07:00 |
AnimDebugDraw.h
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THursday morning the frustum culling seems broken in one particular angle
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2016-02-11 10:05:39 -08:00 |
animdebugdraw.slf
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animdebugdraw.slv
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Fixing the material names
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2016-02-16 09:33:24 -08:00 |
AntialiasingEffect.cpp
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Fixing the resize of framebuffer to avoid reassigning the render buffer every frame
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2016-04-13 10:56:29 -07:00 |
AntialiasingEffect.h
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Remove antialiasing from menus, default to on
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2016-02-23 16:24:44 -08:00 |
debug_deferred_buffer.slf
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Can now process the AO at lower resolution in orer to gsave performances
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2016-01-19 12:12:51 -08:00 |
debug_deferred_buffer.slv
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Simple normal map debug
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2015-12-04 10:44:23 -08:00 |
DebugDeferredBuffer.cpp
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cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures
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2016-02-25 14:13:35 -08:00 |
DebugDeferredBuffer.h
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cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures
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2016-02-25 14:13:35 -08:00 |
deferred_light.slv
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deferred_light_limited.slv
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deferred_light_spot.slv
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DeferredBuffer.slh
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Reflection is working correctly with the PBR property, ship t
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2016-02-29 18:54:43 -08:00 |
DeferredBufferWrite.slh
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Fix text3d to allow transparent text
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2016-04-18 16:02:45 -07:00 |
DeferredGlobalLight.slh
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Exposing the timing of the jobs by default
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2016-04-18 14:53:06 -07:00 |
DeferredLighting.slh
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Using another formula for the specularDistribution giving much better results
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2016-03-01 17:09:57 -08:00 |
DeferredLightingEffect.cpp
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Telling like it is...
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2016-03-30 11:15:10 -07:00 |
DeferredLightingEffect.h
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Use keyLight in DLE instead of _skyboxTexture
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2016-03-01 14:44:34 -08:00 |
directional_ambient_light.slf
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Adding support for emissive and occlusion maps, on to pr land
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2016-02-24 17:30:29 -08:00 |
directional_ambient_light_shadow.slf
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Adding support for emissive and occlusion maps, on to pr land
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2016-02-24 17:30:29 -08:00 |
directional_light.slf
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Adding support for emissive and occlusion maps, on to pr land
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2016-02-24 17:30:29 -08:00 |
directional_light_shadow.slf
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Adding support for emissive and occlusion maps, on to pr land
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2016-02-24 17:30:29 -08:00 |
directional_skybox_light.slf
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Post merge with Zach work for environment map
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2016-02-26 16:04:50 -08:00 |
directional_skybox_light_shadow.slf
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Post merge with Zach work for environment map
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2016-02-26 16:04:50 -08:00 |
drawOpaqueStencil.slf
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FboCache.cpp
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FboCache.h
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Fix most OpenGL warnings
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2015-12-04 10:01:43 -08:00 |
FramebufferCache.cpp
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Correctly represent light fbo fmt
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2016-03-30 11:22:44 -07:00 |
FramebufferCache.h
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Make sure the resolution level for ao is correct
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2016-01-19 18:57:03 -08:00 |
fxaa.slf
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Fix fxaa shader to use texture
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2016-02-24 13:36:08 -08:00 |
fxaa.slv
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fxaa_blend.slf
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GeometryCache.cpp
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Merge branch 'master' of https://github.com/highfidelity/hifi into orange
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2016-02-23 09:33:54 -08:00 |
GeometryCache.h
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Add layering to renderGrid, draw edit grid not layered
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2016-02-19 13:57:32 -08:00 |
grid.slf
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Move paint shader functions to Paint.slh
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2016-02-19 11:48:44 -08:00 |
hit_effect.slf
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Add basic DebugDeferredBuffer job
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2015-12-04 10:44:23 -08:00 |
hit_effect.slv
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HitEffect.cpp
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Gut RenderContext
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2016-01-25 12:14:58 -08:00 |
HitEffect.h
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Cleanup new render settings
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2016-01-26 15:58:50 -08:00 |
LightStage.cpp
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Fix orientation aligned with Y
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2016-01-19 18:39:34 -08:00 |
LightStage.h
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Decrease shadowMap res to 1024
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2016-01-15 17:55:07 -08:00 |
MaterialTextures.slh
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Trying to clena up the problem?
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2016-03-21 16:36:47 -07:00 |
MeshPartPayload.cpp
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Adding state sorting for free
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2016-04-18 00:22:05 -07:00 |
MeshPartPayload.h
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Update after merge changes to NetworkGeometry.
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2016-03-28 20:29:02 -07:00 |
Model.cpp
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Model: fixed two crash issues when changing avatars
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2016-04-02 21:48:22 -07:00 |
Model.h
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Model: fixed two crash issues when changing avatars
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2016-04-02 21:48:22 -07:00 |
model.slf
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Trying to clen up the way the opacity final value comes to the fragment shader
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2016-03-21 12:14:59 -07:00 |
model.slv
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Conform model/overlay shaders
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2016-02-04 16:21:56 -08:00 |
model_emissive.slf
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MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
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2016-02-19 18:43:07 -08:00 |
model_lightmap.slf
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Adding support for emissive and occlusion maps, on to pr land
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2016-02-24 17:30:29 -08:00 |
model_lightmap.slv
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Fixing the material names
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2016-02-16 09:33:24 -08:00 |
model_lightmap_normal_map.slf
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Adding support for emissive and occlusion maps, on to pr land
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2016-02-24 17:30:29 -08:00 |
model_lightmap_normal_map.slv
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Fixing the material names
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2016-02-16 09:33:24 -08:00 |
model_lightmap_normal_specular_map.slf
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Adding support for emissive and occlusion maps, on to pr land
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2016-02-24 17:30:29 -08:00 |
model_lightmap_specular_map.slf
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Adding support for emissive and occlusion maps, on to pr land
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2016-02-24 17:30:29 -08:00 |
model_normal_map.slf
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Trying to clen up the way the opacity final value comes to the fragment shader
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2016-03-21 12:14:59 -07:00 |
model_normal_map.slv
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Fix link problem with shaders that use transparency and normal maps
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2016-03-09 20:01:18 -08:00 |
model_normal_specular_map.slf
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Trying to clen up the way the opacity final value comes to the fragment shader
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2016-03-21 12:14:59 -07:00 |
model_shadow.slf
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Change shadow debug buffer to reuse shadowMap tex
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2016-01-19 12:01:18 -08:00 |
model_shadow.slv
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model_specular_map.slf
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Trying to clen up the way the opacity final value comes to the fragment shader
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2016-03-21 12:14:59 -07:00 |
model_translucent.slf
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Trying to clen up the way the opacity final value comes to the fragment shader
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2016-03-21 12:14:59 -07:00 |
model_translucent_emissive.slf
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Changing diffuse to albedo and breaking everything...
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2016-02-15 21:50:10 -08:00 |
overlay3D.slf
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MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
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2016-02-19 18:43:07 -08:00 |
overlay3D.slv
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Conform model/overlay shaders
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2016-02-04 16:21:56 -08:00 |
overlay3D_emissive.slf
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Fixing the material names
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2016-02-16 09:33:24 -08:00 |
overlay3D_translucent.slf
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MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
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2016-02-19 18:43:07 -08:00 |
overlay3D_translucent_emissive.slf
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Fixing the material names
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2016-02-16 09:33:24 -08:00 |
point_light.slf
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Merge branch 'master' of https://github.com/highfidelity/hifi into orange
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2016-02-25 23:48:53 -08:00 |
RenderDeferredTask.cpp
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Updating & Merging with master
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2016-04-19 10:05:44 -07:00 |
RenderDeferredTask.h
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REmoving extra cruff
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2016-04-19 10:51:44 -07:00 |
RenderPipelines.cpp
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Making progress toward the PBR material
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2016-02-17 18:47:52 -08:00 |
RenderShadowTask.cpp
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Factor out SortTask to fix shadows
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2016-02-26 16:04:15 -08:00 |
RenderShadowTask.h
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Factor out SortTask to fix shadows
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2016-02-26 16:04:15 -08:00 |
RenderUtilsLogging.cpp
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RenderUtilsLogging.h
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sdf_text3D.slf
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Fix text3d to allow transparent text
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2016-04-18 16:02:45 -07:00 |
sdf_text3D.slv
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sdf_text3D_overlay.slf
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Update text3d shader post pbr.
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2016-04-06 12:15:19 -07:00 |
Shadow.slh
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Avoid shadow attenuation outside of mapped area
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2016-01-19 15:48:20 -08:00 |
simple.slf
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Adding support for emissive and occlusion maps, on to pr land
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2016-02-24 17:30:29 -08:00 |
simple.slv
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Unify Named/Normal calls
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2016-02-01 18:50:01 +01:00 |
simple_textured.slf
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Adding support for emissive and occlusion maps, on to pr land
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2016-02-24 17:30:29 -08:00 |
simple_textured_emisive.slf
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MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
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2016-02-19 18:43:07 -08:00 |
skin_model.slv
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Fix link problem with shaders that use transparency and normal maps
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2016-03-09 20:01:18 -08:00 |
skin_model_normal_map.slv
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Fix link problem with shaders that use transparency and normal maps
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2016-03-09 20:01:18 -08:00 |
skin_model_shadow.slf
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Change shadow debug buffer to reuse shadowMap tex
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2016-01-19 12:01:18 -08:00 |
skin_model_shadow.slv
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Skinning.slh
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spot_light.slf
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DUmb fix to the flickering issue by overshooting the inside volume of the light and avoid the failing region
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2016-03-30 09:32:40 -07:00 |
ssao.slh
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Fixing the warning maybe
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2016-01-22 09:44:32 -08:00 |
ssao_makeHorizontalBlur.slf
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Refining the ao effect on the blur side
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2016-01-21 19:02:32 -08:00 |
ssao_makeOcclusion.slf
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more clean up
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2016-01-21 17:36:53 -08:00 |
ssao_makePyramid.slf
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FIxed the stereo rendering
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2016-01-14 19:23:29 -08:00 |
ssao_makeVerticalBlur.slf
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Refining the ao effect on the blur side
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2016-01-21 19:02:32 -08:00 |
standardDrawTexture.slf
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standardTransformPNTC.slv
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Adding Gamma correction to all the Color coming for the attribute stream if used as color
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2015-12-18 12:50:21 -08:00 |
stars.slf
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stars.slv
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Adding Gamma correction to all the Color coming for the attribute stream if used as color
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2015-12-18 12:50:21 -08:00 |
starsGrid.slf
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Remove #line from starsGrid.slf
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2016-04-20 15:04:10 -07:00 |
TextRenderer3D.cpp
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Fix leaking Font
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2016-04-14 17:00:23 -07:00 |
TextRenderer3D.h
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Fix leaking Font
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2016-04-14 17:00:23 -07:00 |
TextureCache.h
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ToneMappingEffect.cpp
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Adding shader versioning and defines from GLBackendShader allowing for runtime defines injection to shaders and more
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2016-04-18 18:24:27 -07:00 |
ToneMappingEffect.h
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Cleaner...
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2016-01-28 12:46:18 -08:00 |