LuisAntonRebollo
3067c3f0b2
Merge pull request #924 from BeamNG/remove_disableshader
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Remove GFXDevice::disableShader
2014-11-30 02:47:46 +01:00
LuisAntonRebollo
0747a0efe9
Remove GFXDevice::disableShader becouse we are going to remove Fixed Function Pipeline and we need a shader for render.
2014-11-30 02:36:21 +01:00
LuisAntonRebollo
9c66aa0681
Merge pull request #931 from BeamNG/terrain_layer_format
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Set correct terrain layer texture format.
2014-11-30 02:22:39 +01:00
LuisAntonRebollo
b81ebaa386
Set correct terrain layer texture format.
2014-11-08 18:19:14 +01:00
LuisAntonRebollo
79e158d528
Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files.
2014-11-08 17:50:37 +01:00
Daniel Buckmaster
97ae3445c9
Merge pull request #793 from lukaspj/Terrain-Basetex-Formats
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Terrain basetex formats
2014-11-04 14:54:08 +11:00
Lukas Joergensen
f2a3a1e2a6
Enable RGB format for DDS files getting copied to bitmap.
2014-09-23 13:47:14 +02:00
Azaezel
4f3be25699
prevents an infinite while loop by putting a cap of 4MS on occlusion queries.
2014-07-18 00:40:11 -05:00
Thomas Fischer
cd978039ac
Merge pull request #635 from just-bank/engine-fixes
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Various engine fixes
2014-05-23 14:09:00 +02:00
bank
c7a5a12080
Fix wrong check for bits (using '&&' instead of '&').
2014-05-06 12:40:44 +04:00
bank
9f2d44966e
Fix: Some compilers do not auto-cast String and Path classes to (char *).
2014-05-06 12:40:43 +04:00
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
6d8e0d7e25
refactored platform precompiler variable: TORQUE_OS_WIN{32,64,}
2014-03-15 15:10:14 +01:00
cpusci
4c35fd37af
Simple pass over the codebase to standardize the platform types.
2013-08-04 16:26:01 -05:00
Robert Fritzen
171a24459f
Remove namespace from header
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Removing the "using namespace Torque" from header file to prevent issues
with certain engine addons conflicting with ::UUID defined by windows
and Torque::UUID defined by T3D.
2013-07-28 12:55:52 -05:00
DavidWyand-GG
0d77cdc270
GFX now handles non-default adapters
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The GFX (DirectX) pipeline did not respect the choice of adapter and
always went for the default one. Normally this isn't an issue unless
you wish to target a particular adapter and display device combination.
This has been corrected.
The GFX initialize functions now attempt to find the best adapter that
matches a given display device (i.e. monitor) if one has been passed in.
To aid with choosing a display device some new monitor enumeration
methods have been added to the platform window manager. These methods
have been exposed to the Canvas.
2013-04-09 12:50:17 -04:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00