Commit graph

22 commits

Author SHA1 Message Date
marauder2k7
2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00
marauder2k7
11d8604d8e ogl device buffer creation
now ogl mirrors dx side with ubo creation and clearing pushed up to the device level.
2024-03-14 14:23:08 +00:00
marauder2k7
9dc5ae833b opengl ubo setup
opengl can now compile with ubo buffer objects similar to cbuffers on dx side.

cleaned double up of data from both sides, gfxhandles only need to use the desc info instead of holding onto its own.
2024-03-13 22:23:01 +00:00
rextimmy
e1398895b3 fix opengl device not returning the correct anisotropic value 2021-12-15 20:09:18 +10:00
rextimmy
5a933c00d3 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
Lukas Aldershaab
87dd7ffc4a Implement Singlepass Terrain Render 2021-01-01 21:06:01 +01:00
AzaezelX
4223a26f05 no message 2020-06-07 18:00:17 -05:00
AzaezelX
059d531b62 linux followup work by tim 2019-08-21 03:12:54 -05:00
Areloch
ab9fc302fc Added D3D error code interpreter
Added sanity check for findMatch
Finished most of asset importer logic to utilize settings system
Cleaned up code for finding associated files
Added General importer settings category and integrated logic for those settings fields
Updated logic in variableGroup to support callbacks in custom fields
Updated logic in variableInspector to better handle callbacks, as well as being able to manually update when manipulating fields
Updated scripts to utilize project settings values for playGUI and mainMenuGUI names
Improved module-oriented loading of materials
Added util function for populating custom fonts
2019-08-12 01:04:17 -05:00
Areloch
000c7b2263 GL work 2019-04-15 23:11:18 -05:00
Tim Barnes
ab10cc0c87 timmy merge work 2018-11-28 17:51:52 +10:00
Areloch
1f7cf55204 Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
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
rextimmy
415f4a046e OpenGL vsync fixes. 2016-12-23 13:59:55 +10:00
Jeff Hutchinson
a50600afaa tabs->spaces for TRON :) 2016-05-06 22:57:35 -04:00
Jeff Hutchinson
f9b2aa397f cache OpenGL extensions that are not part of the 3.3 core profile, and that run more than initialization setup. 2016-05-06 21:50:11 -04:00
Dušan Jocić
28d303c5ea Added immutable vertex and index buffers. 2016-02-20 21:28:18 +01:00
rextimmy
b5f8e9aa70 gfxGLDevice setShader fix. 2015-06-15 21:10:49 +10:00
LuisAntonRebollo
98e3651db5 Merge pull request #940 from BeamNG/add_opengl_support
Add/Activate OpenGL render.
2014-11-30 02:48:13 +01:00
LuisAntonRebollo
0747a0efe9 Remove GFXDevice::disableShader becouse we are going to remove Fixed Function Pipeline and we need a shader for render. 2014-11-30 02:36:21 +01:00
LuisAntonRebollo
dd08fd2e7d Add OpenGL support. 2014-11-08 20:21:50 +01:00
DavidWyand-GG
7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00