Commit graph

8 commits

Author SHA1 Message Date
Areloch
d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00
James Urquhart
3496c549b5 Hardware Skinning Support
- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
2016-08-21 01:43:30 +01:00
Azaezel
758306c661 dx9 samplernames for fixed function replication shaders 2016-08-01 10:37:30 -05:00
rextimmy
7d82877f4e GFXD3D9Device generic shader support. 2016-07-02 17:08:28 +10:00
rextimmy
41e5caf22b Direct3D11 Engine/source changes 2016-03-20 21:52:11 +10:00
Dušan Jocić
28d303c5ea Added immutable vertex and index buffers. 2016-02-20 21:28:18 +01:00
James Urquhart
3a457749ec Oculus VR DK2 Support
- Updated to work with 0.5.x SDK
- Uses Oculus Rendering rather than PostFX
- Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice
- Implements an Offscreen Canvas for in-game gui with oculus
- Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)
2015-05-06 23:09:51 +01:00
DavidWyand-GG
7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00