- 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.
- General fix for PostFX render targets to properly support the GFX
viewport setting. This is an opt-in change through the use of the new
mTargetViewport property as most PostFX run fine with their assumption
of the viewport being the whole rendering target.
- The SSAO PostFX has been modified to use the new mTargetViewport
property. This allows correct rendering in a side-by-side view such as
with the Oculus Rift, or any other constrained viewport rendering.
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.
- 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.