Commit graph

28 commits

Author SHA1 Message Date
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