Commit graph

38 commits

Author SHA1 Message Date
LuisAntonRebollo
1d3f3fdfe4 Fix OpenGL changes formating. 2014-11-30 23:09:11 +01:00
LuisAntonRebollo
32e8725931 Merge pull request #983 from Azaezel/stray_mSamplerNames
DeferredMinnaert feautre was missing samplernames
2014-11-30 04:59:24 +01:00
Azaezel
bea3563c3d const U64 maxValPerChannel = (U64)1 << mBitsPerChannel; 2014-11-29 21:50:02 -06:00
Azaezel
2e112802e5 DeferredMinnaert feautre was missing samplernames 2014-11-29 21:44:05 -06:00
LuisAntonRebollo
a4bf61f07b Fix x64 builds. 2014-11-30 04:00:58 +01:00
LuisAntonRebollo
98e3651db5 Merge pull request #940 from BeamNG/add_opengl_support
Add/Activate OpenGL render.
2014-11-30 02:48:13 +01:00
LuisAntonRebollo
b731f3cbe5 Merge pull request #932 from BeamNG/reduce_RT_changes
Reduce innecesary changes on Render Target textures.
2014-11-30 02:22:52 +01:00
LuisAntonRebollo
b632d06c97 Merge pull request #930 from BeamNG/separate_opengl_from_os
Separate OpenGL code from Linux or Mac.
2014-11-30 02:22:28 +01:00
LuisAntonRebollo
2f8d18c0c0 Merge pull request #929 from BeamNG/remove_old_opengl_code
Remove unnecesary code for handle OpenGL.
2014-11-30 02:22:24 +01:00
LuisAntonRebollo
03ffa1ddd3 Merge pull request #925 from BeamNG/shaderdata_samplernames
Add sampler names to ShaderData
2014-11-30 02:21:30 +01:00
LuisAntonRebollo
1c95ce21d6 Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
2014-11-30 02:20:00 +01:00
LuisAntonRebollo
dd08fd2e7d Add OpenGL support. 2014-11-08 20:21:50 +01:00
LuisAntonRebollo
c0b2e6536b Reduce innecesary changes on Render Target textures. 2014-11-08 18:34:21 +01:00
LuisAntonRebollo
1ac8fab884 Changes for get necesary sampler names for OpenGL shaders. 2014-11-08 18:31:14 +01:00
LuisAntonRebollo
7f183ef9e5 Separate OpenGL code from Linux or Mac. 2014-11-08 18:15:49 +01:00
LuisAntonRebollo
f101fbe820 Remove unnecesary code for handle OpenGL. 2014-11-08 18:11:35 +01:00
Azaezel
9e404b3707 kills off the presence of a fake light when there are no others in a given scene 2014-08-14 21:46:48 -05:00
bank
f3fc84738b Use fixed buffer size var when allocating return buffer from console.
Conflicts:
	Engine/source/T3D/missionArea.cpp
	Engine/source/gui/editor/guiDebugger.cpp
2014-06-11 13:09:55 +04:00
LuisAntonRebollo
6450294855 Fixes for dedicated build on linux.
Thx @Bloodknigh for Signal fix.
2014-05-30 12:35:39 +02:00
Thomas Fischer
cd978039ac Merge pull request #635 from just-bank/engine-fixes
Various engine fixes
2014-05-23 14:09:00 +02:00
Thomas Fischer
c850d60a4f Merge pull request #621 from BeamNG/glsl_shadergen
Update GLSL Shadergen.
2014-05-23 07:52:35 +02:00
Daniel Buckmaster
1702573b78 Merge pull request #612 from GarageGames/platform-type-consistency
Platform type consistency
2014-05-10 11:40:40 +10:00
Daniel Buckmaster
a42c92391a Merge pull request #601 from BeamNG/rename_GFXTextureProfile_None
Rename enum GFXTextureProfile::None for avoid conficts on Linux.
2014-05-10 11:01:18 +10:00
bank
5c986f755a Fix: Bit shifting of the 32-bit value with a subsequent expansion to the 64-bit type.
We now shift the 64-bit value, which is now treated correctly.
2014-05-06 15:39:24 +04:00
LuisAntonRebollo
9221b4dd10 Update GLSL Shadergen. Not used on DX9. 2014-04-17 18:39:13 +02:00
LuisAntonRebollo
33742599b3 Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
OpenGL and DirectX11 not support FFP, and GFDevice::disableShaders has not the necessary information to decide the shader to be used.

GFDevice::SetupGenericShaders is used instead of GFDevice::disableShaders.

GFDevice::disableShaders will be deprecated on T3D 4.0
2014-04-13 17:57:40 +02:00
LuisAntonRebollo
7f46383eb5 Rename enum GFXTextureProfile::None for avoid conficts on Linux. 2014-04-07 00:03:52 +02:00
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
Azaezel
52ef23d0ec clipping the lighting result via ciel was causing banding issues with specular maps with alpha channels. rev2. also addresses the warning:
"warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them" since it was coming from the same line
2014-03-18 05:52:54 -05:00
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
17113d3ba5 Blinn-Phong Specular Changes
Based on the work done here:
http://www.garagegames.com/community/blogs/view/21032
2013-10-29 15:10:23 -04:00
cpusci
7a8f46b19f Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx 2013-08-04 16:58:59 -05:00
cpusci
4c35fd37af Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
David Wyand
2dcc7f0247 Merge pull request #310 from thecelloman/goodbyeDIF
Remove Interior Object format (DIF)
2013-04-20 13:44:11 -07:00
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
thecelloman
b4ea1123dc Remove Interior Object format (DIF) 2013-04-05 12:39:26 -04:00
bank
d2700f881c Source changes needed for Linux build. 2012-09-23 15:31:56 +04:00
DavidWyand-GG
7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00