Commit graph

14 commits

Author SHA1 Message Date
Areloch
11398bb04e Issue found with PVS-Studio:
A lot of instances where some function args are not actually modified in any way, meaning that it is better for performance to convert them into const references. This prevents an additional copy, which can help performance.
2015-07-16 22:02:18 -05:00
James Urquhart
efc47ed757 Basic fix for stereo rendering without a display device 2015-06-21 20:59:41 +01:00
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
LuisAntonRebollo
60f4d4f282 Merge pull request #926 from BeamNG/primbuild_for_non_ffp
Fix PrimBuild with non Fixed Function Pipeline.
2014-11-30 02:21:36 +01:00
LuisAntonRebollo
03ffa1ddd3 Merge pull request #925 from BeamNG/shaderdata_samplernames
Add sampler names to ShaderData
2014-11-30 02:21:30 +01:00
LuisAntonRebollo
1c95ce21d6 Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
2014-11-30 02:20:00 +01:00
LuisAntonRebollo
fa1b2d87b1 Fix PrimBuild with non Fixed Function Pipeline. 2014-11-08 17:55:37 +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
Azaezel
4f3be25699 prevents an infinite while loop by putting a cap of 4MS on occlusion queries. 2014-07-18 00:40:11 -05:00
LuisAntonRebollo
33742599b3 Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
OpenGL and DirectX11 not support FFP, and GFDevice::disableShaders has not the necessary information to decide the shader to be used.

GFDevice::SetupGenericShaders is used instead of GFDevice::disableShaders.

GFDevice::disableShaders will be deprecated on T3D 4.0
2014-04-13 17:57:40 +02:00
DavidWyand-GG
39ab93636c Update ReflectionManager on Scene Field Change
During side-by-side rendering the refraction texture needs to be updated
for both the left and right fields.  These changes add a new GFXDevice
event type to track when a field is about to be rendered.  The
ReflectionManager listens to this new event and ensures that the
refraction texture will be updated if it is referenced by a material.
2013-10-31 16:54:22 -04:00
DavidWyand-GG
15673810c6 Expand PostFX Viewport Options
- Added an option for a postFX to get its viewport from a named texture
in slot 0, if there is one.  This allows the postFX to operate when the
named input texture's viewport is different than the current viewport.
- Modified the SSAO postFX to use the new
PFXTargetViewport_NamedInTexture0 option to more closely link SSAO with
the prepass buffer.
- Modifed the GFX method setActiveRenderTarget() with a new parameter
that indicates if the current viewport should be modified with the new
rendering target.  This defaults to true to maintain its previous
behaviour.  The postFX rendering pipeline sets this to false as it now
handles its own viewport setup, and removes an unnecessary
GFX->setViewport() call.
2013-10-24 13:40:44 -04:00
DavidWyand-GG
b32e7688c2 Side by side rendering
- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
2013-04-09 15:19:18 -04:00
DavidWyand-GG
7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00