AzaezelX
404cb929c1
we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance
2019-04-26 13:33:28 -05:00
AzaezelX
b5436b6cb7
tweaked the updating behavior in the probe manager so calling updateProbes just flags a ProbesDirty bool, which is used to kick the update of the static parameters when the bin's render() is called
...
that way if multiple probes get updated at once, we don't hit the update loop for each one, which is obviously silly
also fixed the 'probes' cubemaps aren't ready until you nudge them'
turns out when we were setting out global var which we used for the irradiance and prefilter cubemap paths, it was being set AFTER the probes got loaded
so it was using an invalid path to look up the cubemaps
-@areloch
2019-04-22 15:39:55 -05:00
AzaezelX
d034ea2be8
no point in resetting effectiveprobecount or mipcount in the compute4probes method. the latter is going to remain a fixed global var to support the cubemap arrays while the latter isn't even used by forward lit (though it likely should be, rather than trying to cook up 2 bound vectors)
2019-04-16 11:47:21 -05:00
AzaezelX
a0d1a076d5
Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP
...
# Conflicts:
# Engine/source/renderInstance/renderProbeMgr.cpp
2019-04-16 09:34:01 -05:00
Areloch
000c7b2263
GL work
2019-04-15 23:11:18 -05:00
AzaezelX
0cd8948fcf
stray var killoffs
2019-04-10 17:44:54 -05:00
AzaezelX
15ca6eabb4
cleanup duplicate var, and constructor-init skylight shaderconsts
2019-04-10 12:54:46 -05:00
Areloch
c025760422
Majority of forward work. Some state/register count issues and further testing required.
...
Also requires proper binding of forward probe values, as well as scoring probes for forward selection.
2019-04-07 23:57:05 -05:00
Areloch
afb5a589c3
Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
...
Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.
2019-04-03 00:13:58 -05:00
Azaezel
5703618dc0
shift bbminmax to relative when sent to the gpu so folks can stick to realworld values
2019-03-26 06:48:56 -05:00
Areloch
e2b194182c
Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes.
2019-03-25 23:17:53 -05:00
Areloch
1627cbabe6
ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
...
Additional sanity checks on the updateTexture calls added by timmy
2019-03-25 00:06:08 -05:00
Areloch
26471aaa77
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
2019-03-24 18:18:44 -05:00
Azaezel
ba8948a5b1
hook up attenuation value. todo: sort networkjing properly
2019-03-21 23:47:01 -05:00
Azaezel
df6b7f3351
put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness.
2019-03-20 07:38:14 -05:00
Azaezel
04a6130df8
sync correction
2019-03-18 04:09:34 -05:00
Azaezel
caf73ea84f
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
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# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-18 00:18:49 -05:00
Areloch
2bf67f7fa5
Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
...
Adjusts the box influence logic to try the bsf method.
2019-03-18 00:14:06 -05:00
Azaezel
edcdd21379
suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation)
2019-03-17 20:14:58 -05:00
Areloch
70d85d2241
Begun hook-in of skylight into array
...
Reworked the reflection reference offset/scale behavior to re-integrate into the editor interface via button(and work)
Hid irrelevent fields from given probe types.
Filter out editPosOffset and bake button fields from being saved to avoid weird loading behavior
2019-03-02 04:48:07 -06:00
Areloch
2903aaeea0
WIP of the rewrite of blend/projection to follow BSF's math approach.
2019-02-22 08:12:03 -06:00
Azaezel
c1bf59bf07
destructor code+ removed a crash-causing redundancy in onRemove
2019-02-20 16:59:58 -06:00
Azaezel
309d518249
scale reflection properly
2019-02-19 09:38:34 -06:00
Azaezel
5bce2d0904
seperated offset from position (we pass the net to the shader for use in the reflection box), and added a scalar (also only used in the reflection box). maked both as probeRef to denote reflection parameters.
2019-02-19 08:58:02 -06:00
Areloch
87e9d3edbd
Correct stateblock settings to display probes more correctly without crushing other forward elements.
2019-02-18 00:43:21 -06:00
Areloch
b754c022ba
Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution.
2019-02-17 03:47:40 -06:00
Areloch
788e265477
Finished current cleanup/reorg.
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Temporarily disabled logic for forward render of probes to avoid data mangle. TODO: fix up forward once deferred math is locked in
Split probe modes out into distinct environmental probe objects
Removed the probes from tracking their own baked cubemap file paths and instead have a pref store it
Removed old probe shaders and materials that aren't used now.
Fixed mLastConst memory leak by removing nono line.
2019-02-14 00:35:22 -06:00
Areloch
58e3349286
Further cleanup, proper hook-in of CubeReflector for bake capture.
...
Shifted update of probe data to be triggered by probe changes.
Pack probes into the data arrays forward-first instead of keeping strict indicies.
todo: move bake to probeManager, clean up old/commented code, remove old probeMaterial stuff
2019-02-13 16:56:28 -06:00
Areloch
050f1e226a
WIP of adjusting the reflection probe's bake to utilize the ReflectionManager and CubeReflector instead of duplicating the capture code.
2019-02-13 00:37:50 -06:00
Areloch
fd8840ff53
Updated the PostFX ability to setShaderConsts and cubetextures for probes
2019-02-12 01:10:30 -06:00
Areloch
64db2b1d15
Ongoing PostFX org rework.
2019-02-11 00:17:53 -06:00
Areloch
b221b312d2
Org rework and postFX-setup WIP
2019-02-08 01:35:35 -06:00
Azaezel
72acec0a3f
set the alignedarray sizes to maxprobes, reguardless of actual probe count
2019-02-07 09:55:52 -06:00
Azaezel
f031ee9e39
duplication cleanups
2019-02-07 09:46:54 -06:00
Azaezel
0caac1a28c
cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor
2019-02-07 09:34:23 -06:00
Azaezel
4aa371cea2
remove push_back uses in favor of consistent [i], fill probe data with defaults before overriding to ensure no garbage data is getting referenced.
2019-02-07 08:05:39 -06:00
Azaezel
7837576de7
conversionwork courtessy of jeff. seeems float3f aligned arrays were nonfuncntional, so shifts a few over to float4s
2019-02-06 10:59:36 -06:00
Areloch
847d58a967
Progress in getting array data to comply.
2019-02-02 23:28:51 -06:00
Azaezel
2eb58e4cb7
portwork from jeff to use farFrustumQuad for the vertex shader
2019-01-31 13:00:52 -06:00
Areloch
b03e7a79b7
Broke it down to work with a single probe for confirmation of general math and behavior.
2019-01-31 11:44:09 -06:00
Areloch
3efbdbf9e1
Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts
2019-01-30 13:52:59 -06:00
Azaezel
26ee0d986f
reference cleanups:
...
1) kill off extraneous cubemap and irradiancecubemap source-to-shader variable ties
2) use the cubemap arrays (renderdoc for instance doesn't list them as being input at all if they're never used)
3) use the vert file
2019-01-30 06:29:39 -06:00
Azaezel
1dfd130d85
explicitly bound the namedtexttargets to input slots. shifted brdf slot on up to 3 (from 5) to cluster flat vs array entries. though it does not appear at time of writing that that is in fact binding...
2019-01-28 22:10:57 -06:00
Azaezel
7a8dd96808
should only need to set the brdf texture the once
2019-01-28 01:36:17 -06:00
Azaezel
1607f58bc4
typofix for bbMinArray, cubemap array lookups for irradiance and spec
2019-01-28 00:31:01 -06:00
Areloch
2abdef7459
Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
2019-01-26 02:05:18 -06:00
Azaezel
26a89882c7
tracks wether or not a cubemap has been fully intitialised (as well as defautls for other shared entries). skips out including an uninitialized cuebmap in probe array (inthoery. in practice, need to root arround a bit more)
2019-01-22 02:03:14 -06:00
Areloch
5b7e2edb66
WIP hook-in of the cubemap array.
...
Also inversed probe transforms to make them correct.
2019-01-21 01:50:13 -06:00
Areloch
c0e8b047f5
Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader.
2019-01-19 00:31:42 -06:00
Azaezel
4d3d800051
skylights do actually have a position. 0,0,0. so we can include those without messing with things. and we'll want to sum/count for blending purposes down the line. not render over each other
2019-01-08 11:16:05 -06:00
Areloch
f110158654
Probe Array WIP
2019-01-07 20:34:19 -06:00
Azaezel
47c36ff59d
THIS IS AN ABOMINATION UNTO THE CODEBASE AND SHOULD BE REMOVED THE SECOND WE CAN SORT OUT WHAT THE HECK IS GOING ON WITH THAT QSORT
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stops flickering by itterating through the probe list twice. once looking for the skylight, then doing the rest
2018-11-28 18:12:12 -06:00
Azaezel
65ab39a2d2
cast to pointer to pointer, not just pointer. (confused yet?)
2018-11-27 08:28:33 -06:00
Azaezel
2c1a5f5647
qsort compilation, though still not quite correct
2018-11-25 12:35:35 -06:00
Tim Barnes
9e65e940d0
lighting single buffer
2018-11-21 15:53:02 +10:00
Areloch
c4a4fe5304
Implemented registration of probes to avoid rendering all probes when unneeded.
2018-11-19 01:18:09 -06:00
Tim Barnes
9a39afa0eb
reflection probe updates
2018-10-28 20:42:26 +10:00
Azaezel
86e5fe2adf
removed redundant cleartarget, added clearcolorattachment 4, tagged gbuffer slots
2018-10-25 20:03:28 -05:00
Azaezel
8fadf880a3
Merge branch 'PBR_Bins_Reordered' of https://github.com/Areloch/Torque3D into PBR_PR
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# Conflicts:
# Engine/source/gfx/D3D11/gfxD3D11Device.cpp
# Engine/source/renderInstance/renderDeferredMgr.h
2018-10-25 14:30:12 -05:00
Areloch
e72f04648a
Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive.
...
Also reordered the probe targets used so they match lights for consistency.
2018-10-24 23:43:12 -05:00
Azaezel
a5cad08ba6
Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
2018-10-24 20:48:45 -05:00
Azaezel
83ef5db910
work on getting render bin ordering correct
2018-10-24 18:27:43 -05:00
Tim Barnes
ad4c115e00
clear gbuffer from code and not from a shader
2018-10-24 18:58:46 +10:00
Areloch
57f8549abe
Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
2018-10-07 17:32:23 -05:00
Areloch
9e88e9feca
Getting the GL side up-to-date to match.
2018-10-06 17:50:15 -05:00
Areloch
f31445751f
Updates and fixes to probe and lighting logic.
2018-09-17 01:52:18 -05:00
Areloch
b19a4b22c8
Implementation of reflection and skylight probes.
...
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
b4a1d18f42
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Areloch
39f86d8c30
asdasd
2017-10-26 17:06:27 -05:00
Areloch
9a5700addc
Handler binding on a scene level working
2017-10-19 15:34:57 -05:00
Areloch
7219899287
Working on shader const binding
2017-10-17 08:48:31 -05:00
Areloch
70c154c7d3
Implement of the shader consts binding.
2017-10-10 15:54:54 -05:00
Areloch
25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
Areloch
adb875cb54
Conflict resolution with devhead.
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Cleaned up a few remaining d3d9 references in the cmake file.
2017-06-01 23:54:44 -05:00
Areloch
75580a1126
Merge pull request #2009 from Areloch/Prepass_Deferred_Remainder
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Catches the remaining prepass to deferred changes on the engine side.
2017-05-30 23:43:09 -05:00
Areloch
edd1e0a270
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
Areloch
a345c47f92
Fixes a redundant flag test
2017-05-15 01:04:06 -05:00
Areloch
ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
2017-05-14 18:28:17 -05:00
Areloch
124ecb2fe0
Merge pull request #1984 from FooBarbarians/fix-1912
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Reordering initialization methods #1912
2017-04-26 01:11:51 -05:00
Masquara
15f67015d3
Reordering initialization methods #1912
2017-04-19 14:02:45 -04:00
Areloch
af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
2017-04-11 00:23:14 -05:00
Areloch
ac19e0e84c
Merge pull request #1928 from lukaspj/particle-manager-lmactivate-cleanup
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Cleanup when deactivating light manager instead of reinitializing
2017-01-25 21:23:36 -06:00
Thomas Dickerson
6963d35145
Merge branch 'development' into stringTableEmptyString
2017-01-24 12:35:34 -05:00
Anis
16baa4d51a
Merge pull request #1929 from lukaspj/renderpasmanager-initpersistfields
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Make RenderPassManager call Parent::InitPersistFields
2017-01-16 15:56:41 +01:00
Areloch
598756f134
Merge pull request #1921 from Azaezel/lostLast
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address #1914
2017-01-15 23:35:08 -06:00
LukasPJ
f50d46dffc
Cleanup when deactivating light manager instead of reinitializing
2017-01-15 23:23:55 +01:00
LukasPJ
2029e3eb22
Make RenderPassManager call Parent::InitPersistFields
2017-01-15 23:22:46 +01:00
Thomas "elfprince13" Dickerson
bcc5459818
whitespace
2017-01-11 23:34:46 -05:00
Azaezel
bfa2b5e963
adress #1914
2017-01-10 08:02:08 -06:00
Azaezel
c57b1a8b70
clang reports: unclear || + && and &+| mixes.
2016-10-14 17:26:13 -05:00
James Urquhart
3496c549b5
Hardware Skinning Support
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- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
2016-08-21 01:43:30 +01:00
Areloch
6a40b8bb84
Merge pull request #1559 from rextimmy/dx11_clean
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Direct3D11 Support
2016-03-29 00:51:23 -05:00
Anis
e0133384e0
Merge pull request #1552 from Azaezel/aLovelyGlow
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should actually let HDR have a say for glows.
2016-03-21 19:31:21 +01:00
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
Azaezel
74e3ee5214
turns out independent sized render targets was causing lighting artifacting.
2016-03-16 00:45:57 -05:00
Azaezel
fd961db215
should actually let HDR have a say for glows.
2016-03-15 22:33:32 -05:00
Areloch
908be4818f
Merge pull request #1519 from Azaezel/deferredShading
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Deferred shading
2016-02-27 15:08:20 -06:00
Dušan Jocić
28d303c5ea
Added immutable vertex and index buffers.
2016-02-20 21:28:18 +01:00
Azaezel
8c5810adad
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
...
renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size ) to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)
Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.
Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00
Azaezel
5b5c6b9907
Deferred Shading
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Phase 1: buffers
engine:
provides the following hooks and methods
A) render target "color", and "matinfo". these correspond to texture[0] = "#color"; texture[2] = "#matinfo"; entries in scripts
B) utilizes the independentMrtBitDepth method added GarageGames#857 to set color to an 8RGBA if cards support it
C) adds an RenderPrePassMgr::_initShaders() method to support void RenderPrePassMgr::clearBuffers(). This operates as a pseudo-postfx by rendering a veiwspace plane which fills the screen, then calls a shader which fills both the introduced rendertarget buffers and the prepass buffer to relevant defaults (white with full alpha for prepass, black with full alpha for color and material respectively)
script:
\game\tools\worldEditor\main.cs adds additional hooks similar to GarageGames#863 for colorbuffer, specular map, and backbuffer display
\game\core\scripts\client\lighting\advanced\deferredShading.cs adds the clearbuffer shader, visualizers, and the ShaderData( AL_DeferredShader ) + PostEffect( AL_DeferredShading ) which combine the various buffers into the output which reaches the screen under normal conditions, as well as the extended debug visualizers.
again, note the lines
texture[0] = "#color";
texture[1] = "#lightinfo";
texture[2] = "#matinfo";
target = "$backBuffer";
in particular for the core tie-in.
shader:
\game\shaders\common\lighting\advanced\deferredColorShaderP.hlsl
\game\shaders\common\lighting\advanced\gl\deferredClearGBufferP.glsl
the previously mentioned shaders which clear the buffers to specified colors
\game\shaders\common\lighting\advanced\deferredShadingP.hlsl
\game\shaders\common\lighting\advanced\gl\deferredShadingP.glsl
the tie-in shaders
the rest are visualizers
purpose: to expose methodology that allows one to render color, lighting and material information such as specular and gloss which effect the result of both when combined
long term intent: the previous prepass lighting methodology while serviceable, unfortunately had the side effect of throwing out raw color information required by more modern pipelines and methodologies. This preserves that data while also allowing the manipulation to occur only on a screenspace (or reflected speudo-screenspace) basis.
2016-02-16 01:50:58 -06:00
Areloch
41038ec9ae
Merge pull request #1502 from Lopuska/patch-1
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Glow buffer graphic corruption fix on OpenGL.
2016-01-16 13:07:06 -06:00
Anis
cae97cac37
Glow buffer graphic corruption fix on OpenGL.
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Caused by a wrong target size. (probably it was ok on the very old OpenGL 1.5 version)
Before fix, wrong behaviour:
http://goo.gl/dik7Ia
After fix, all right:
http://goo.gl/IsrckM
2016-01-14 23:51:35 +01:00
Areloch
a90eb9762b
Re-submission of the Volumetric Fog PR, with cleanup.
2015-12-01 00:10:13 -06:00
Areloch
7a3b40a86d
Initial Implementation of the Taml, Asset and Modules systems.
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Only has example and shape assets currently.
2015-10-13 15:19:36 -05:00
Areloch
a5b48225c7
Corrected the terrain issue caused by unwanted early-outing due to prior changes.
2015-07-29 10:14:19 -05:00
Areloch
3a18819e1e
Issue found by PVS Studio:
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Several instances where we utilize a pointer variable without properly testing that they aren't null first.
2015-07-28 23:25:09 -05:00
LukasPJ
c5dd7230ad
Fix for rendering particles to the glow buffer
2015-05-28 20:41:42 +10:00
Ben Payne
364dd3634d
Remove dead code that contains a delete of an uninitialized pointer
2015-02-20 18:42:30 -05:00
Azaezel
c6cdfafe4e
cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar.
2014-12-21 14:07:42 -06:00
Daniel Buckmaster
5af91bf07a
Merge pull request #921 from lukaspj/Mixed-Particle-Rendering-Warning-Fix
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Remove warning
2014-12-21 19:06:57 +11:00
Azaezel
98048fd974
Merge branch 'GlowingParticles' of https://github.com/lukaspj/Torque3D into glowParticles
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Conflicts:
Engine/source/renderInstance/renderParticleMgr.cpp
2014-12-16 18:48:28 -06:00
LuisAntonRebollo
98e3651db5
Merge pull request #940 from BeamNG/add_opengl_support
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Add/Activate OpenGL render.
2014-11-30 02:48:13 +01:00
LuisAntonRebollo
b731f3cbe5
Merge pull request #932 from BeamNG/reduce_RT_changes
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Reduce innecesary changes on Render Target textures.
2014-11-30 02:22:52 +01:00
LuisAntonRebollo
98926b1ae1
Merge pull request #928 from BeamNG/renderparticlemanager_sampler_names
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Change RenderParticleMgr for use sampler names
2014-11-30 02:22:19 +01:00
LuisAntonRebollo
1c95ce21d6
Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
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Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
2014-11-30 02:20:00 +01:00
LukasPJ
30a8401d14
Add support for rendering particles to the glow buffer
2014-11-28 23:34:26 +01:00
LuisAntonRebollo
dd08fd2e7d
Add OpenGL support.
2014-11-08 20:21:50 +01:00
LuisAntonRebollo
c0b2e6536b
Reduce innecesary changes on Render Target textures.
2014-11-08 18:34:21 +01:00
LuisAntonRebollo
53ac49ee91
Change RenderParticleMgr for use sampler names instead of harcoded locations for allow OpenGL.
2014-11-08 18:03:49 +01:00
LukasPJ
537441fc15
Remove warning
2014-11-08 05:04:42 +01:00
Daniel Buckmaster
3082bb3adc
Merge pull request #884 from GarageGames/development-3.6
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Version 3.6.2
2014-11-05 20:28:01 +11:00
bank
62006e8b3c
Remove unneeded double-initialization of the vars.
2014-10-19 14:30:46 +11:00
Lukas Joergensen
981b37e548
Re-enable MixedParticleRendering
2014-08-08 00:34:32 +02:00
Daniel Buckmaster
1702573b78
Merge pull request #612 from GarageGames/platform-type-consistency
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Platform type consistency
2014-05-10 11:40:40 +10:00
Areloch
4594a13740
Fixed the assert crash by making sure the glow material instance keeps the original material instance's user object
2014-04-16 10:43:37 -05:00
LuisAntonRebollo
33742599b3
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
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OpenGL and DirectX11 not support FFP, and GFDevice::disableShaders has not the necessary information to decide the shader to be used.
GFDevice::SetupGenericShaders is used instead of GFDevice::disableShaders.
GFDevice::disableShaders will be deprecated on T3D 4.0
2014-04-13 17:57:40 +02:00
Daniel Buckmaster
87d9e245b7
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
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Conflicts:
Engine/source/platform/platformCPUCount.cpp
2014-04-04 13:43:25 +11:00
Thomas Fischer
004f04660b
refactored the constructor to not use a default reference to a static member
2014-03-15 12:26:51 +01:00
DavidWyand-GG
c65cca26dd
Viewport Fix for Glow PostFX
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- Modified the glow postFX to now respect the current viewport settings.
- This fixes glow rendering for the Oculus Rift and any other time the
glow rendering should be limited to a region of the back buffer.
2013-10-23 02:15:14 -04:00
cpusci
4c35fd37af
Simple pass over the codebase to standardize the platform types.
2013-08-04 16:26:01 -05:00
Thomas Fischer
53abbe066d
added checks for valid pointers after locking
2013-06-30 17:51:38 +02:00
thecelloman
b4ea1123dc
Remove Interior Object format (DIF)
2013-04-05 12:39:26 -04:00
DavidWyand-GG
6637948067
Fix for Issue #132 for RenderOcclusionMgr Rendering
2012-11-08 17:47:32 -05:00
bank
d2700f881c
Source changes needed for Linux build.
2012-09-23 15:31:56 +04:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00