Code

History

Commits on c27f3dcafe5d367eff97ad67ac15fa44ec792c92 to libraries/render-utils/src/SubsurfaceScattering.cpp35+
  1. Shader refactoring for explicit bindingsBrad Davis committed 8 years agoae8f841
  2. Moving to cmake time shader compilingBrad Davis committed 8 years ago04e84f1
  3. Remove commented-out codeSimon Walton committed 8 years agob2e736d
  4. More shaders to deferred compile schemeSimon Walton committed 8 years agob469cdf
  5. Defer some shader compilation to a batch job - WIPSimon Walton committed 8 years ago1ab31d9
  6. Merged with masterOlivier Prat committed 8 years agof5a2557
  7. Merged with masterOlivier Prat committed 8 years ago5e6300c
  8. Fixed compilation with new shader systemOlivier Prat committed 8 years ago49549ce
  9. Scribe now outputs .h and .cpp. Need to change how shader source is referenced in C++ codeOlivier Prat committed 8 years ago3911ce5
  10. First working local lights on transparent objectsOlivier Prat committed 8 years ago54eab1c
  11. Scribe now outputs shaders as cpp files.Olivier Prat committed 8 years ago814de4a
  12. Removed jitter samples from shader and added name to batches in DEBUG mode to ease render debugOlivier Prat committed 8 years ago92e1fe8
  13. adding assert or checks whenever getting a scene stageSam Gateau committed 9 years ago0c37554
  14. Keep cleaning up the DeferredLightingEffect , removing stage s from there...Sam Cake committed 9 years ago07e18eb
  15. Texture::create returns shared pointerAtlante45 committed 9 years agoad16a93
  16. simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'samcake committed 9 years ago63fe579
  17. Use a magic number gpu::Texture::SINGLE_MIP instead of 1Sam Cake committed 9 years agodd73cb7
  18. Moving the num mips per texture to the creator so it s immutable and simplersamcake committed 9 years agob6504bb
  19. Working on new texture management strategyBradley Austin Davis committed 9 years ago7fb7aa8
  20. Merge with upstreamsamcake committed 10 years ago6926cd2
  21. Additional plugin debugging, better plugin resource cleanupBrad Davis committed 10 years ago28771cb
  22. REvisiting the full lighting code to optimize the perfsamcake committed 10 years ago2a0e67e
  23. Refining the voxelization of the sphere in the view frustum gridsamcake committed 10 years ago9b94a02
  24. Fix strange artifacts in skyboxBrad Davis committed 10 years ago1ff9121
  25. Developping the Light Clusters, adding visualizationsamcake committed 10 years ago61de063
  26. Cleaning up the lights and the light stagesamcake committed 10 years ago4bf93f6
  27. Fix the mini mirror perf issue and improve the debugDeferredLighting scriptsamcake committed 10 years ago219b41e
  28. Fixing a bad autoRef usagesamcake committed 10 years ago2c584f7
  29. Clenaing the rendering and the framebuffer allocationssamcake committed 10 years agocde17ec
  30. BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymoresamcake committed 10 years agoba75907
  31. Fixing warningssamcake committed 10 years ago5827993
  32. Adding the lighting model class to configure accross the jobs the lightingsamcake committed 10 years ago2a52f1d
  33. Bringing Beckmann specular to the lightingsamcake committed 10 years ago9a604d0
  34. FIxing the bad brdf and adding better debug tool and better Pipeline architecturesamcake committed 10 years agoab21a5a
  35. Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBLsamcake committed 10 years agod128af4