Areloch
3a18819e1e
Issue found by PVS Studio:
...
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
Daniel Buckmaster
c2e5dc3345
Merge remote-tracking branch 'bpay/clang-cl-build-fixes' into development
...
Conflicts:
Engine/source/T3D/shapeBase.h
2015-07-17 16:55:12 +10:00
James Urquhart
3a457749ec
Oculus VR DK2 Support
...
- Updated to work with 0.5.x SDK
- Uses Oculus Rendering rather than PostFX
- Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice
- Implements an Offscreen Canvas for in-game gui with oculus
- Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)
2015-05-06 23:09:51 +01:00
Ben Payne
6040a8d855
Fix macro token pasting errors when compiling with clang-cl
2015-03-04 19:10:53 -05:00
Luis Anton Rebollo
8da9b7461f
Merge pull request #1085 from Azaezel/DX9CubemapMips
...
cubemap Mip retrieval-DX
2015-02-15 22:55:11 +01:00
Daniel Buckmaster
014b566014
Merge remote-tracking branch 'gg/development-3.6' into development
...
Conflicts:
Engine/source/T3D/gameFunctions.cpp
2015-01-29 21:17:38 +11:00
Luis Anton Rebollo
ea0e3fd683
Merge pull request #1096 from bpay/fix-include-guards
...
Fix include guards
2015-01-24 23:02:13 +01:00
LuisAntonRebollo
475f218bcd
Modified files for SDL2.
2015-01-18 22:52:29 +01:00
Ben Payne
b2b950c84a
Add missing include guards to some headers
2015-01-06 00:42:33 -05:00
Azaezel
f1d382fcff
cubemap Mip retrieval-DX
...
similar to opengl, if the textures comprising a cubemap contain mips, it retrieves them, otherwise it generates them.
2014-12-27 11:34:08 -06:00
LuisAntonRebollo
190f68b998
Fix SkatterSky flare occlusion.
2014-12-09 23:34:21 +11:00
LuisAntonRebollo
3067c3f0b2
Merge pull request #924 from BeamNG/remove_disableshader
...
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
...
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
...
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
...
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
...
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
...
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
...
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