Commit graph

15 commits

Author SHA1 Message Date
LuisAntonRebollo fe9c30b5bb Lowercase TSStatic fied names. 2014-12-12 22:41:08 +01:00
LuisAntonRebollo 8f4c0ed95d Fix spaces in TSStatic fied names. 2014-12-12 22:36:08 +01:00
Daniel Buckmaster e0436efc21 Merge pull request #910 from Winterleaf/StaticShapeAlphaLod
Added distance fading to TSStatic objects.
2014-12-07 18:15:13 +11:00
Vincent Gee c5f81a85f5 Renamed LOD to Fade. 2014-11-20 08:00:26 -05:00
Vincent Gee 7b05314901 fixed tabs 2014-11-06 10:44:55 -05:00
Vincent Gee c4e3a68f7c Added Alpha LOD to tsStatic objects.
This allows designers to set the start and end distance for Alpha LOD on objects.
2014-11-06 08:54:49 -05:00
Daniel Buckmaster e209cc4389 Use existing methods instead of incorrect maths. 2014-10-31 09:11:07 +11:00
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
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
cpusci 4c35fd37af Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
Robert Fritzen 171a24459f Remove namespace from header
Removing the "using namespace Torque" from header file to prevent issues
with certain engine addons conflicting with ::UUID defined by windows
and Torque::UUID defined by T3D.
2013-07-28 12:55:52 -05:00
thecelloman b4ea1123dc Remove Interior Object format (DIF) 2013-04-05 12:39:26 -04:00
thecelloman 7e5ddf4ca2 Resolve issue #163
Fixed and assert on changing material, and we now map the material to the MATMGR by name instead of type.
2013-03-27 21:36:17 -04:00
DavidWyand-GG a803398eb0 Fix for Issue #130 for Decals and Smoothing Groups 2012-11-08 16:56:22 -05:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00