Age | Commit message (Collapse) | Author |
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exposure controls not persist, limit exposure range, and do a debug gl pass.
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matrix calculation into the shader
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See textureUtilV.glsl for UV coordinate comments
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approprate texture transforms
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precision of reflection probes). Faster radiance and irradiance map generation.
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color factors and textures. Support for double sided alpha blended PBR materials.
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in the mesh's original coordinate frame.
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re-welding step for now).
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switch to per-pixel binormal generation. Still bugged with some test content.
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picking support TBD.
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point lights and spot lights
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removes need for redundant linear/sRGB conversions.
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