Commit graph

14 commits

Author SHA1 Message Date
Areloch 2002d74b78 Issue found with PVS-Studio:
Many instances of a function or expression being used repeatedly, which can lower performance.

Fixed it in these cases by creating on local var, reference or pointer that's used instead.
2015-07-13 22:51:17 -05:00
John3 50e2221a40 little typo 2015-02-15 16:15:45 -06:00
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
LuisAntonRebollo 190f68b998 Fix SkatterSky flare occlusion. 2014-12-09 23:34:21 +11:00
Vincent Gee 8c5d5f9f06 more spacing 2014-12-01 17:22:35 -05:00
Vincent Gee e71c64e564 fixed spacing 2014-12-01 17:21:17 -05:00
Vincent Gee c00bca8ba0 Z Offset for Scattersky to fix the rendering issue at high altitudes. 2014-12-01 13:06:27 -05:00
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
DavidWyand-GG 91e542b8ec SceneCullingState with culling and camera frustum
- Fix for issue https://github.com/GarageGames/Torque3D/issues/525  This
fix takes into account the skewed view into the world when you have a
projection offset and the ability to see further into the scene at the
edges opposite to the offset.
- SceneCullingState now has two frustum rather than one: a culling
frustum and camera frustum.
- The camera frustum should be referenced when you need the projection
matrix or don't want a skewed frustum.
- The culling frustum should be referenced during any scene culling or
when determining what dynamic geometry to render.  It currently skews
itself to take into account any projection offset (automatically
calculated in SceneCullingState constructor).
- When there is no projection offset, the camera frustum and culling
frustum are the same.  This usually means any time when not using the
Oculus Rift.
2013-11-07 15:07:16 -05:00
cpusci 4c35fd37af Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
Thomas Fischer 53abbe066d added checks for valid pointers after locking 2013-06-30 17:51:38 +02:00
DavidWyand-GG 78242191ec ScatterSky source line endings fix 2013-04-23 10:39:03 -04:00
Ron Kapaun 808f1a5beb Scatter Sky Community Fixes
Fixes and Extends Features in the Scatter Sky Object and Shaders
2013-04-23 10:26:17 -04:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00