overte/libraries/render-utils/src
2016-02-15 18:56:46 -08:00
..
text Add layering to text renderer 2016-02-03 19:18:56 -08:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h Ignite the atmosphere 2016-01-21 15:15:15 -08:00
AmbientOcclusionEffect.cpp Only run AO in DEFAULT_RENDER_MODE 2016-02-12 09:01:54 -08:00
AmbientOcclusionEffect.h Nest Persistent in Config to compile on nix 2016-02-11 10:27:32 -08:00
AnimDebugDraw.cpp Fixing the rendering of the avatar skeleton 2016-02-15 18:56:46 -08:00
AnimDebugDraw.h THursday morning the frustum culling seems broken in one particular angle 2016-02-11 10:05:39 -08:00
animdebugdraw.slf
animdebugdraw.slv Adding Gamma correction to all the Color coming for the attribute stream if used as color 2015-12-18 12:50:21 -08:00
AntialiasingEffect.cpp Gut RenderContext 2016-01-25 12:14:58 -08:00
AntialiasingEffect.h Nest Persistent in Config to compile on nix 2016-02-11 10:27:32 -08:00
debug_deferred_buffer.slf Can now process the AO at lower resolution in orer to gsave performances 2016-01-19 12:12:51 -08:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp Add suffix Mode to DebugMode enum to avoid collision 2016-01-26 19:11:59 -08:00
DebugDeferredBuffer.h Fix default debug buffer size 2016-02-11 08:47:59 -08:00
deferred_light.slv
deferred_light_limited.slv
deferred_light_spot.slv
DeferredBuffer.slh Can now process the AO at lower resolution in orer to gsave performances 2016-01-19 12:12:51 -08:00
DeferredBufferWrite.slh Cleanup cruft in the shaders, glowIntensity and alphaThreshold not needed anymore 2015-12-22 12:41:31 -08:00
DeferredGlobalLight.slh Experimenting with AO on the lightmaped surface 2016-01-19 17:56:07 -08:00
DeferredLighting.slh FIxing the diffuse contribution bug maybe 2015-12-17 17:44:40 -08:00
DeferredLightingEffect.cpp Only run AO in DEFAULT_RENDER_MODE 2016-02-12 09:01:54 -08:00
DeferredLightingEffect.h Rename setupTransparent->setupBatch 2016-02-05 10:53:01 -08:00
directional_ambient_light.slf Experimenting with AO on the lightmaped surface 2016-01-19 17:56:07 -08:00
directional_ambient_light_shadow.slf Experimenting with AO on the lightmaped surface 2016-01-19 17:56:07 -08:00
directional_light.slf Experimenting with AO on the lightmaped surface 2016-01-19 17:56:07 -08:00
directional_light_shadow.slf Experimenting with AO on the lightmaped surface 2016-01-19 17:56:07 -08:00
directional_skybox_light.slf Experimenting with AO on the lightmaped surface 2016-01-19 17:56:07 -08:00
directional_skybox_light_shadow.slf Experimenting with AO on the lightmaped surface 2016-01-19 17:56:07 -08:00
drawOpaqueStencil.slf
FboCache.cpp
FboCache.h
FramebufferCache.cpp more clean up 2016-01-21 17:36:53 -08:00
FramebufferCache.h Make sure the resolution level for ao is correct 2016-01-19 18:57:03 -08:00
fxaa.slf
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp Clean up geometry instanced calls 2016-02-05 11:22:45 -08:00
GeometryCache.h Bring GeometryCache render*Instance up to standard 2016-02-08 13:28:14 -08:00
hit_effect.slf
hit_effect.slv
HitEffect.cpp Gut RenderContext 2016-01-25 12:14:58 -08:00
HitEffect.h Cleanup new render settings 2016-01-26 15:58:50 -08:00
LightStage.cpp Fix orientation aligned with Y 2016-01-19 18:39:34 -08:00
LightStage.h Decrease shadowMap res to 1024 2016-01-15 17:55:07 -08:00
MeshPartPayload.cpp Fix -Wunused-variable for MeshPart ShapeKeys 2016-02-04 10:06:07 -08:00
MeshPartPayload.h Do not cauterize bones in SHADOW_RENDER_MODE 2016-01-18 20:51:28 -08:00
Model.cpp Align avatar animation with LOD visibility. 2016-01-26 11:59:18 -08:00
Model.h Align avatar animation with LOD visibility. 2016-01-26 11:59:18 -08:00
model.slf
model.slv Conform model/overlay shaders 2016-02-04 16:21:56 -08:00
model_emissive.slf Update overlay/emissive shaders 2016-02-03 19:18:56 -08:00
model_lightmap.slf
model_lightmap.slv Adding Gamma correction to all the Color coming for the attribute stream if used as color 2015-12-18 12:50:21 -08:00
model_lightmap_normal_map.slf
model_lightmap_normal_map.slv Adding Gamma correction to all the Color coming for the attribute stream if used as color 2015-12-18 12:50:21 -08:00
model_lightmap_normal_specular_map.slf
model_lightmap_specular_map.slf
model_normal_map.slf
model_normal_map.slv Adding Gamma correction to all the Color coming for the attribute stream if used as color 2015-12-18 12:50:21 -08:00
model_normal_specular_map.slf
model_shadow.slf Change shadow debug buffer to reuse shadowMap tex 2016-01-19 12:01:18 -08:00
model_shadow.slv
model_specular_map.slf
model_translucent.slf Add factor and shading to overlay/translucent light shaders 2016-02-05 10:27:07 -08:00
model_translucent_emissive.slf Update overlay/emissive shaders 2016-02-03 19:18:56 -08:00
overlay3D.slf Add tone mapping to overlay shaders 2016-02-05 11:18:42 -08:00
overlay3D.slv Conform model/overlay shaders 2016-02-04 16:21:56 -08:00
overlay3D_emissive.slf Add tone-mapping to overlay emissive shader 2016-02-08 13:31:12 -08:00
overlay3D_translucent.slf Add tone mapping to overlay shaders 2016-02-05 11:18:42 -08:00
overlay3D_translucent_emissive.slf Update overlay/emissive shaders 2016-02-03 19:18:56 -08:00
point_light.slf Trying to improve the ao 2016-01-11 18:33:39 -08:00
RenderDeferredTask.cpp Getting the array initialization right ? 2016-02-12 10:27:08 -08:00
RenderDeferredTask.h Introducing a cleaner filtering pipeline, normally it s good to go 2016-02-11 18:40:36 -08:00
RenderPipelines.cpp Change ShapeKey::CULL to NO_CULL_FACE 2016-02-08 13:44:42 -08:00
RenderShadowTask.cpp Merge pull request #6962 from zzmp/feat/task-io 2016-01-28 09:31:26 -08:00
RenderShadowTask.h Nest Persistent in Config to compile on nix 2016-02-11 10:27:32 -08:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
sdf_text3D.slf
sdf_text3D.slv
Shadow.slh Avoid shadow attenuation outside of mapped area 2016-01-19 15:48:20 -08:00
simple.slf Cleanup cruft in the shaders, glowIntensity and alphaThreshold not needed anymore 2015-12-22 12:41:31 -08:00
simple.slv Unify Named/Normal calls 2016-02-01 18:50:01 +01:00
simple_textured.slf Cleanup cruft in the shaders, glowIntensity and alphaThreshold not needed anymore 2015-12-22 12:41:31 -08:00
simple_textured_emisive.slf Cleanup cruft in the shaders, glowIntensity and alphaThreshold not needed anymore 2015-12-22 12:41:31 -08:00
skin_model.slv Adding Gamma correction to all the Color coming for the attribute stream if used as color 2015-12-18 12:50:21 -08:00
skin_model_normal_map.slv Adding Gamma correction to all the Color coming for the attribute stream if used as color 2015-12-18 12:50:21 -08:00
skin_model_shadow.slf Change shadow debug buffer to reuse shadowMap tex 2016-01-19 12:01:18 -08:00
skin_model_shadow.slv
Skinning.slh
spot_light.slf Trying to improve the ao 2016-01-11 18:33:39 -08:00
ssao.slh Fixing the warning maybe 2016-01-22 09:44:32 -08:00
ssao_makeHorizontalBlur.slf Refining the ao effect on the blur side 2016-01-21 19:02:32 -08:00
ssao_makeOcclusion.slf more clean up 2016-01-21 17:36:53 -08:00
ssao_makePyramid.slf FIxed the stereo rendering 2016-01-14 19:23:29 -08:00
ssao_makeVerticalBlur.slf Refining the ao effect on the blur side 2016-01-21 19:02:32 -08:00
standardDrawTexture.slf
standardTransformPNTC.slv Adding Gamma correction to all the Color coming for the attribute stream if used as color 2015-12-18 12:50:21 -08:00
stars.slf
stars.slv Adding Gamma correction to all the Color coming for the attribute stream if used as color 2015-12-18 12:50:21 -08:00
starsGrid.slf
TextRenderer3D.cpp Add layering to text renderer 2016-02-03 19:18:56 -08:00
TextRenderer3D.h Add layering to text renderer 2016-02-03 19:18:56 -08:00
TextureCache.h
ToneMappingEffect.cpp Fixing the default value for the TOneMapping curve and cleaning the code into the ToneMappingEffect file 2016-01-28 12:14:20 -08:00
ToneMappingEffect.h Cleaner... 2016-01-28 12:46:18 -08:00