- Caustics now respects the passed in water plane rather than assume
that the water plane is on the XY plane. This allows for caustics to
work for steep rivers.
- Fixed lerp() warning in underwaterFogP.hlsl.
- Cleaned up turbulence and caustics PostEffect scripts to remove unused
items.
- Caustics are now enabled and disabled based on the control object
being underwater, just like turbulence. Moved this code to fog.cs to be
with the underwater postFX.
- PostEffect class now offers the current projection offset and target
viewport as shader constants.
- Turbulence postFX now takes the current projection offset into
account.
- Turbulence postFX now clamps itself to the current viewport.
- Turbulence postFX now renders after the glow bin, specifically after
the glow postFX renders. This ensures that it can take advantage of
knowing the current viewport rather than affecting the entire render
target.
- 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.
- Now requires OVR SDK 0.2.5
- New chromatic aberration correction shader. Can be disabled by
setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior
to enabling Rift display (such as for screen shots).
- FXAA on by default when using full screen on the Rift.
- Can now manually override IPD from script. Otherwise value set in
profile is used.
- Raw sensor data now available through input events (set
$OculusVR::GenerateSensorRawEvents to true) and console methods. The
raw data is acceleration, angular velocity, and magnetometer reading.
- Can determine if magnetometer calibration data is available using a
console method in order to notify the user.
When using only compiled scripts, the isFile( "./audioData.cs" ) would
fail for audioData.cs.dso causing none of the audio data to load. The
correct method is to use isScriptFile(), along with a fully qualified
file path, to check for either the .dso or .cs files.
Starting with Project Manager 2.0 it is easy to add the PhysX physics
library (and Bullet physics library) to any project. The two PhysX
templates are no longer required.
- 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.
This removes a duplicate and erroneous attempt to load the customProfiles.cs script. Also added additional commentary to note that this file is the default save location when using the Gui Editor to create GuiProfiles.
Also fixes a problem where the Empty Template was not loading customProfiles.cs