Commit graph

15 commits

Author SHA1 Message Date
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
Lukas Aldershaab 099dd4f1f3 Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
Areloch 25686ed4be Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
Areloch ed14b6fced Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed. 2017-04-08 20:30:57 -05:00
Azaezel dd071484da Merge branch 'development' of https://github.com/GarageGames/Torque3D into andOrMaybe
Conflicts:
	Engine/source/T3D/staticShape.cpp
2016-12-20 22:50:28 -06:00
Azaezel fbfd3ed8ed clang: constructor initialization order
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00
Azaezel c57b1a8b70 clang reports: unclear || + && and &+| mixes. 2016-10-14 17:26:13 -05:00
James Urquhart 784f6f92d8 Fix lens flare in side-by-side view 2016-09-11 22:42:42 +01:00
James Urquhart c6d2456a7c Fix lens flares in VR 2016-09-11 22:42:42 +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
LuisAntonRebollo 4e9034854d Linux implementation. Include changes for gcc x64. 2015-01-24 22:08:26 +01:00
LuisAntonRebollo 190f68b998 Fix SkatterSky flare occlusion. 2014-12-09 23:34:21 +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
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