Lukas Joergensen
00758d380f
Eliminate unnecessary uses of ConsoleFunction
2018-04-17 21:41:29 +02:00
Areloch
7567ca10c3
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
2017-07-24 00:40:27 -05:00
Areloch
0801a3cca8
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
d680dc9934
Initial implementation of the new Base Game Template and some starting modules.
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This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.
Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.
This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00
rextimmy
415f4a046e
OpenGL vsync fixes.
2016-12-23 13:59:55 +10:00
Jeff Hutchinson
15a10a78cc
suppress API_ID_REDUNDANT_FBO on the debug callbacks. This is a temporary fix so that glad can get pushed into devhead.
2016-11-24 12:35:39 -05:00
Jeff Hutchinson
0296e6d3fd
Fix merge conflict and add check for unix and not apple for glx
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Merge branch 'development-gg' into gladdev
# Conflicts:
# Tools/CMake/libraries/glad.cmake
2016-11-02 21:55:24 -04:00
Azaezel
fbfd3ed8ed
clang: constructor initialization order
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while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00
RexTimmy
dd64004eaf
MacOS platform support.
2016-09-28 11:09:48 +10:00
Jeff Hutchinson
11c3314f66
implement glad into torque.
2016-09-11 21:48:42 -04:00
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
Azaezel
47366068c1
revised torque_nsight_workaround
2016-06-27 19:35:40 -05:00
Areloch
f66a14c6e1
Merge pull request #1599 from JeffProgrammer/glprofiling
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Added missing OpenGL profiling blocks.
2016-05-24 01:26:39 -05:00
Jeff Hutchinson
db6d91925d
Added profile blocks for GL.
2016-05-06 23:44:41 -04:00
Jeff Hutchinson
a50600afaa
tabs->spaces for TRON :)
2016-05-06 22:57:35 -04:00
Jeff Hutchinson
f9b2aa397f
cache OpenGL extensions that are not part of the 3.3 core profile, and that run more than initialization setup.
2016-05-06 21:50:11 -04:00
Jeff Hutchinson
a216b4515b
remove old legacy extensions that aren't being used.
2016-05-06 21:24:52 -04:00
Jeff Hutchinson
fddc00b39b
Merge branch 'development-gg' into epoxy
2016-04-17 23:59:42 -04:00
Jeff Hutchinson
6e692ea9cf
torque windows integration of epoxy
2016-03-25 13:41:38 -04:00
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
Anis
740c999c19
compile fix
2016-02-25 15:26:52 +01:00
Anis
f39f7a80c8
Update gfxGLDevice.cpp
2016-02-25 15:26:25 +01:00
Dušan Jocić
28d303c5ea
Added immutable vertex and index buffers.
2016-02-20 21:28:18 +01:00
rextimmy
b5f8e9aa70
gfxGLDevice setShader fix.
2015-06-15 21:10:49 +10:00
Daniel Buckmaster
905dd50d36
Merge pull request #980 from Azaezel/gl_debug_callbacks
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opengl error reporting formatting
2015-02-22 12:24:30 +11:00
Luis Anton Rebollo
098fa19abb
Merge pull request #1014 from Lopuska/patch-1
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vSync on opengl
2015-02-15 23:02:32 +01:00
Azaezel
43e0826308
reordered by request
2015-02-12 14:47:39 -06:00
Azaezel
02de4658e5
nvidia nsight debugger support.
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requires defining the TORQUE_NSIGHT_WORKAROUND preprocessor macro
2015-02-12 14:31:10 -06:00
LuisAntonRebollo
d000a1e7c5
OpenGL Intel - Workaround for warning spam or even crash with actual framebuffer code, remove when implemented TGL layer.
2014-12-11 01:20:39 +01:00
Anis
1a76341049
Update gfxGLDevice.cpp
2014-12-06 20:46:27 +01:00
Anis
b444cabe4d
vSync on opengl
2014-12-06 19:32:38 +01:00
Azaezel
fdbe6ce849
opengl error reporting formatting
2014-11-29 20:45:55 -06:00
LuisAntonRebollo
dd08fd2e7d
Add OpenGL support.
2014-11-08 20:21:50 +01:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00