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
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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
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whitespace
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triplanar that avoids possible case where 1 = 0.9999, which gets rounded down to 0 on int cast
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during zero check, add another zero check
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multiple texture lookups in a switch..case block
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reproducing the bug
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switch..case blocks
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blending. General refactor.
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Also decrease threshold to (hopefully) reasonable level
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maps for triplanar mapping, minor cleanup
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debugging/profiling
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higher, bump feature table
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materials (still not accurate, but better...)
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PBR as that is not needed at the moment
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texture repeats currently broken
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hooking up code for PBR-specific terrain geometry updates. Unfortunately, this version has a bug which can cause rebuilds to be skipped. Needs more work/testing""
This reverts commit 2318d657660320b921e1566b54d3833c0401a34c.
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of 16 texture binds. Bump featuretable
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featuretable.
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code for PBR-specific terrain geometry updates. Unfortunately, this version has a bug which can cause rebuilds to be skipped. Needs more work/testing"
This reverts commit de9184479cfc179ba6e9d6ff388aff7da7f0b4ab.
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PBR-specific terrain geometry updates. Unfortunately, this version has a bug which can cause rebuilds to be skipped. Needs more work/testing
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Blinn-Phong/PBR have populated the foreground
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out an emissive texture. Also affects base color and ORM
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restarting viewer
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flickering
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doesn't render properly just yet
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