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ezEngine/
.../Base/Textures/
..
BlackWhiteGradient.ezColorGradientAsset

Moved State Machine Asset transform to engine process (#1253)

2 года назад
BlueNoise.dds

* Added physically based camera parameter. * Made swapchain srgb again. * Better noise for dithering in tonemapper. * Build fixes.

10 лет назад
BlueNoise.ezTextureAsset

Moved State Machine Asset transform to engine process (#1253)

2 года назад
DebugCubeMap.ezTextureCubeAsset

Moved State Machine Asset transform to engine process (#1253)

2 года назад
Flare.ezTextureAsset

Moved State Machine Asset transform to engine process (#1253)

2 года назад
Flare.tga

* Added our own crappy flare texture instead of the quake3 one.

10 лет назад
Grid.ezTextureAsset

Moved State Machine Asset transform to engine process (#1253)

2 года назад
Grid.png

Nicer pattern material and more color changes (#791)

4 года назад
LoadingMaterial_D.dds

Renamed "Shared" folder to "Data". Renamed "Shared/Data" folder to "Data/Base".

10 лет назад
LoadingTexture_D.dds

Renamed "Shared" folder to "Data". Renamed "Shared/Data" folder to "Data/Base".

10 лет назад
MissingCubeMap.dds

-Added HDR Texture support to TexConv Tool. -Now using GPU based compression in TexConv tool if output format is supported by GPU compression. -SkyBoxComponent now uses a cubemap instead of 6 2D textures. -Added Stochastic Sampling of BRDFs sample. -Added support for loading .hdr files. -Added Swap to ezImage, ezDynamicArray and ezHybridArray -Fixed various format string issues. -Fixed memory leak in FileBrowserAttribute. -Added MissingCubeMap asset. Can be used as fall back as soon as a separate cube map texture asset is implemented on the engine side. -Added support for importing vertical cross, horizontal cross and spherical cube map images.

10 лет назад
MissingMaterial_D.dds

Renamed "Shared" folder to "Data". Renamed "Shared/Data" folder to "Data/Base".

10 лет назад
MissingMesh_D.dds

Renamed "Shared" folder to "Data". Renamed "Shared/Data" folder to "Data/Base".

10 лет назад
MissingPrefab_D.dds

* Better missing prefab resource * Snapping during drag & drop can be disabled with CTRL * Prefab assets are now by default created as binary reference objects while drag & drop. Press SHIFT before dragging to create an editor prefab.

10 лет назад
MissingTexture_D.dds

Renamed "Shared" folder to "Data". Renamed "Shared/Data" folder to "Data/Base".

10 лет назад
NeutralNormal.ezTextureAsset

Moved State Machine Asset transform to engine process (#1253)

2 года назад
NeutralNormal.tga

Added a neutral normal to all base materials.

10 лет назад
Reference.ezTextureAsset

Moved State Machine Asset transform to engine process (#1253)

2 года назад
Reference_D.dds

Renamed "Shared" folder to "Data". Renamed "Shared/Data" folder to "Data/Base".

10 лет назад
SSAONoise.dds

* New SSAO algorithm which is 4 times faster and has much cleaner edges. The gradients are not as soft as in the old one though. * Fixed bug in memory consumption calculation for textures with mipmaps.

9 лет назад
Sky-license.txt

Added .gitattributes file to enforce consistent line-endings (#872)

3 года назад
Sky.ezTextureCubeAsset

Moved State Machine Asset transform to engine process (#1253)

2 года назад
Sky.jpg

* Added better neutral skybox texture * added background for the tree preview * fixed some tree scaling issues (bbox, thumbnails)

8 лет назад
TestBricks_ao.tga

Optimized vertex data by using smaller formats for normals, tangents and texcoords (#196) Re-transform ALL meshes!

6 лет назад
TestBricks_normal.tga

Optimized vertex data by using smaller formats for normals, tangents and texcoords (#196) Re-transform ALL meshes!

6 лет назад
TestBricks_roughness.tga

Optimized vertex data by using smaller formats for normals, tangents and texcoords (#196) Re-transform ALL meshes!

6 лет назад
Vignetting.ezTextureAsset

Moved State Machine Asset transform to engine process (#1253)

2 года назад
Vignetting.tga

* Added first Tonemapper implementation. Still WIP. * Removed depth stencil target from swapchain. * Added source render passes so other passes don't need logic if no input is connected. * Added debug names to DX11 textures, buffers and shaders.

10 лет назад
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