Thomas "elfprince13" Dickerson
bcc5459818
whitespace
2017-01-11 23:34:46 -05:00
Anis
55b7a8431c
Merge pull request #1800 from Azaezel/andOrMaybe
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clang reports: unclear || + && and &+| mixes.
2017-01-07 02:31:05 +01:00
rextimmy
415f4a046e
OpenGL vsync fixes.
2016-12-23 13:59:55 +10:00
Areloch
fb9bd03073
Merge pull request #1859 from rextimmy/multicanvas_gl_dx11
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Multiple canvas support for GL and DX11
2016-12-20 23:36:13 -06:00
Azaezel
dd071484da
Merge branch 'development' of https://github.com/GarageGames/Torque3D into andOrMaybe
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Conflicts:
Engine/source/T3D/staticShape.cpp
2016-12-20 22:50:28 -06:00
rextimmy
ab41fe713c
GL::Workaround::noCompressedNPoTTextures profile is no longer used nor relevant. #1863
2016-12-15 14:50:51 +10:00
rextimmy
08c0195cba
OpenGL multiple canvas support
2016-12-14 22:01:18 +10:00
Jeff Hutchinson
14cd94ddc9
glx extension fix for GLX windowing api
2016-11-24 12:41:30 -05:00
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
Azaezel
c57b1a8b70
clang reports: unclear || + && and &+| mixes.
2016-10-14 17:26:13 -05:00
RexTimmy
dd64004eaf
MacOS platform support.
2016-09-28 11:09:48 +10:00
Jeff Hutchinson
cfb3ad598f
SDL support for glad
2016-09-11 21:59:48 -04:00
Jeff Hutchinson
11c3314f66
implement glad into torque.
2016-09-11 21:48:42 -04:00
James Urquhart
ace01a313c
Add a workaround for the 16 vertex attribute limit on nvidia gl
2016-08-21 01:43:30 +01:00
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
27afd2ded1
Resolves the "conflict" with #1598
2016-06-08 09:39:11 -05:00
Jeff Hutchinson
e43a0ba6e9
Merge branch 'development-gg' into glpboimprovement
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Conflicts:
Engine/source/gfx/gl/gfxGLTextureManager.cpp
2016-06-07 15:48:21 -04:00
Azaezel
75fa06dec2
Merge branch 'development' of https://github.com/GarageGames/Torque3D into FrameMallocMallet
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Conflicts:
Engine/source/gfx/gl/gfxGLTextureManager.cpp
2016-06-06 01:20:23 -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
909109713d
redefined the copyToBMP
2016-05-06 23:45:48 -04:00
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
30f0a9c5f9
replaces GL_PIXEL_UNPACK_BUFFER_ARB with GL_PIXEL_UNPACK_BUFFER
2016-05-06 22:05:32 -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
Azaezel
5a27313e14
removes FrameAllocatorMarker usage from GL side _fastTextureLoad
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Repeatedly caused issues with 4096^2 atlases
2016-05-06 19:35:40 -05:00
rextimmy
8056a4bfa9
GL fix for Epoxy and creating a 3.2 core context with win32 api.
2016-05-05 22:25:34 +10:00
Jeff Hutchinson
fddc00b39b
Merge branch 'development-gg' into epoxy
2016-04-17 23:59:42 -04:00
Areloch
b23ac9fb6a
Removes some unnecessary extension checks for GL, as those formats are part of 3.2 core. SDL is having some conflicts with extension detection with GL.
2016-04-08 15:34:02 -05:00
Areloch
6a40b8bb84
Merge pull request #1559 from rextimmy/dx11_clean
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Direct3D11 Support
2016-03-29 00:51:23 -05:00
rextimmy
12621f876b
Added GFXFormatR8G8B8A8_SRGB format.
2016-03-28 10:05:16 +10:00
Jeff Hutchinson
7317848080
epoxy GLX extension interface
2016-03-25 21:03:01 -04:00
Jeff Hutchinson
4cf6a30e05
cleanup
2016-03-25 13:44:22 -04:00
Jeff Hutchinson
6e692ea9cf
torque windows integration of epoxy
2016-03-25 13:41:38 -04:00
rextimmy
8667bd3ca2
GL floating point format fix.
2016-03-21 22:49:47 +10:00
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
Areloch
908be4818f
Merge pull request #1519 from Azaezel/deferredShading
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Deferred shading
2016-02-27 15:08:20 -06:00
Anis
a31dea224c
Merge pull request #1525 from TheDushan/ImmutableBuffers
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Added immutable vertex and index buffers.
2016-02-25 15:38:07 +01:00
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
Anis
6a2d394d90
Merge pull request #1348 from hpvb/intel-mesa-compile-fix
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Fix running on Linux / Intel Mesa drivers
2016-02-20 14:50:22 +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:
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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
Anis
e2d789e87d
Update gfxGLTextureTarget.cpp
2016-01-18 06:17:20 +01:00
Anis
ca31ef3f1a
Update gfxGLWindowTarget.cpp
2016-01-18 06:15:07 +01:00
Anis
500a237892
Update gfxGLWindowTarget.h
2016-01-18 05:56:00 +01:00
Anis
c3ef59e39c
Update gfxGLWindowTarget.cpp
2016-01-18 05:55:48 +01:00