Robert MacGregor
c8a5ccb191
* [OpenGL] BugFix: Correct shader errors being thrown during the load phase due to direct use of glUseProgram causing desync with GFXGLDevice.
2021-09-17 17:39:29 -04:00
AzaezelX
a944b6435c
give useful data when not finding a given shader var
2021-08-09 20:19:16 -05:00
Lukas Aldershaab
87dd7ffc4a
Implement Singlepass Terrain Render
2021-01-01 21:06:01 +01:00
AzaezelX
b9c207765e
uninitialized variables-gfx
2020-05-11 15:00:25 -05:00
AzaezelX
059d531b62
linux followup work by tim
2019-08-21 03:12:54 -05:00
Areloch
600859bd63
Force proper update of box probe when attenuation changes
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Fixed multiple case sensitivity issues
Adds GL ARB check for cubemap arrays for certain cases where the driver only supports the extension, not as core
Fixes undeeded namespace declaration in an inline operator function
Cleaned up/reordered some modules default in the data dir
WIP of Das Boot test map
Begun refactoring visualizer tools
Added default cloud and water textures to core/rendering so water and cloud objects work correctly
Added default Fog_Cube mesh so volumetric fog works correctly
2019-08-19 01:14:34 -05:00
Brian Roberts
2c3ab893c7
specify 4.0 core profile usage. see: https://en.wikipedia.org/wiki/OpenGL_Shading_Language#Versions
2019-05-24 19:06:38 -05:00
Areloch
000c7b2263
GL work
2019-04-15 23:11:18 -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
dd64004eaf
MacOS platform support.
2016-09-28 11:09:48 +10:00
James Urquhart
ace01a313c
Add a workaround for the 16 vertex attribute limit on nvidia gl
2016-08-21 01:43:30 +01:00
James Urquhart
3496c549b5
Hardware Skinning Support
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- 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
Areloch
f66a14c6e1
Merge pull request #1599 from JeffProgrammer/glprofiling
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Added missing OpenGL profiling blocks.
2016-05-24 01:26:39 -05:00
Jeff Hutchinson
db6d91925d
Added profile blocks for GL.
2016-05-06 23:44:41 -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
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
Jeff Hutchinson
4baf410b4f
remove GL_EXT_gpu_shader4
2015-09-22 00:57:40 -04:00
LuisAntonRebollo
e6b7cf108b
Fix GLSL include when file is empty.
2015-03-08 23:25:23 +01:00
Ben Payne
0ffd7f5620
Fix member vars left uninitialized in constructors
2015-02-20 18:41:51 -05:00
LuisAntonRebollo
4409a12af6
Fix GLSL out fragment shader color.
2014-11-30 05:32:40 +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