Commit graph

6 commits

Author SHA1 Message Date
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
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
thecelloman b4ea1123dc Remove Interior Object format (DIF) 2013-04-05 12:39:26 -04:00
thecelloman 7e5ddf4ca2 Resolve issue #163
Fixed and assert on changing material, and we now map the material to the MATMGR by name instead of type.
2013-03-27 21:36:17 -04:00
DavidWyand-GG a803398eb0 Fix for Issue #130 for Decals and Smoothing Groups 2012-11-08 16:56:22 -05:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00