| Age | Commit message (Collapse) | Author | 
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|  | disabled | 
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|  | which version is faster | 
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|  | Not yet used. | 
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|  | mapping using wrong mix, causing bright spots | 
|  | material sampling. Use slightly different alpha ramp to hide unused materials | 
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|  | to be more expensive than triplanar in some cases, and UVs are already trivial | 
|  | whitespace | 
|  | triplanar that avoids possible case where 1 = 0.9999, which gets rounded down to 0 on int cast | 
|  | during zero check, add another zero check | 
|  | multiple texture lookups in a switch..case block | 
|  | reproducing the bug | 
|  | switch..case blocks | 
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|  | blending. General refactor. | 
|  | Also decrease threshold to (hopefully) reasonable level | 
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|  | maps for triplanar mapping, minor cleanup | 
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|  | higher, bump feature table | 
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|  | texture repeats currently broken | 
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|  | featuretable. | 
|  | out an emissive texture. Also affects base color and ORM | 
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|  | doesn't render properly just yet | 
|  | shaders, uniforms | 
|  | shaders, uniforms | 
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|  | copy/paste for now. Use same draw pool | 
|  | longstanding bug with hard line in projector ambiance lighting.  Incidental decruft of legacy_adjust and LOCAL_LIGHT_KILL, etc. | 
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|  | darkening hacks. | 
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|  | On standard reflection probes this doesn't really do anything.
DRTVWR-583 | 
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|  | enabled by default |