Fog can now be opted-out on a per renderable basis. When fog is disabled
on a renderable it removes the requirement that this renderable's
materials have the FOG variant.
This works by making the fog an entity which can be used to create
a TransformManager component an participate to the transform hierarchy.
This feature can be used as more advanced way to set the fog's floor,
which now can have an orientation (essentially be a plane).
This is useful for coordinate systems that are not y-up.
A material global is a variable seen by all materials. There are 4 such
variable which are all vec4 and they can be set on a per-view basis.
All materials used during Renderer::render() will see the same value.
These variable can be accessed in the materials by using
getMaterialGloabal{0|1|2|3}.
- FogOption::color is now correctly multiplied by the exposure and
environment intensity.
- New option to exclude the skybox from the fog
- better documentation and naming
- -m option now works with "directory_*.png" or just "*.png"
- "color" replaced by "albedo" to mach other places in the source tree
- fixed warnings
- clear the background when IBL is not used
This change adds a 'SRGB' config flag when creating a SwapChain that
enables linear to sRGB conversion on write.
When using this flag, the linear->srgb conversion in the color grading
post processing should be disabled (or, the whole post-processing
stage should be disabled).
There is also a new query to determine if this flag is supported by
the underlaying platform.
On Metal, this happens automatically when the underlaying layer is sRGB.
This reverts commit 3799e219fc.
There can be up to 4 channels drawing commands can be associated to.
Channels work like "priorities" except it's the strongest command ordering
key, in particular it takes precedence over the object's blending mode.