Commit graph

10 commits

Author SHA1 Message Date
AzaezelX fabd5864fa uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
Marc Chapman 62500487f1 ground-cover -- Adds an ambient modulation bias to control how much the foliage images are modulated by the sun's ambient light setting.
full modulation -- 1.0 (default)
 no modulation -- 0.0
2017-07-27 00:18:38 +01:00
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
Azaezel 1ee127b753 more unused variable cleanups 2016-10-16 14:41:34 -05:00
Anis A. Hireche 10cb6ab9c4 Merge remote-tracking branch 'refs/remotes/origin/development' into pr/1153 2016-02-26 14:39:38 +01:00
Areloch 11398bb04e Issue found with PVS-Studio:
A lot of instances where some function args are not actually modified in any way, meaning that it is better for performance to convert them into const references. This prevents an additional copy, which can help performance.
2015-07-16 22:02:18 -05:00
Ben Payne c19a70814c Tidy up and fix the various Assert macros
Rephrase the macros so that they can be used in expressions, and
properly require semicolons. And add the semicolons where missing.
2015-02-02 18:37:48 -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
thecelloman b4ea1123dc Remove Interior Object format (DIF) 2013-04-05 12:39:26 -04:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00